Check Lights-type by default.
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@@ -1035,21 +1035,22 @@ void ScreenGameplay::LoadNextSong()
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// -- Miryokuteki
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// -- Miryokuteki
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// Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
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// Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
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StepsType lightsSteps = GAMESTATE->GetCurrentStyle()->m_StepsType; //STEPS_TYPE_DANCE_SINGLE;
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vSteps = GAMESTATE->m_pCurSong->GetAllSteps( STEPS_TYPE_LIGHTS_CABINET);
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GAMESTATE->m_pCurSong->GetSteps(vSteps,lightsSteps);
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//If there are no light steps do this (to get current style's steps
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if (vSteps.empty())
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GAMESTATE->m_pCurSong->GetSteps(vSteps,
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GAMESTATE->GetCurrentStyle()->m_StepsType);
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//Obtain the default steps (just in case the desired difficulty does not exist)
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if(!vSteps.empty())
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if(!vSteps.empty())
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vSteps[0]->GetNoteData(&m_CabinetLightsNoteData);
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vSteps[0]->GetNoteData(&m_CabinetLightsNoteData);
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//Scan through all available steps, to see if any match our desired difficulty
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for (unsigned i = 0; i < vSteps.size(); ++i)
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for (unsigned i = 0; i < vSteps.size(); ++i)
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{
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if (StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) ==
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Difficulty DC = StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty);
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vSteps[i]->GetDifficulty())
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Difficulty DC2 = vSteps[i]->GetDifficulty();
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vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
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if(DC == DC2)
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vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
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}
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//if( pSteps != NULL )
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//if( pSteps != NULL )
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// pSteps->GetNoteData( &m_CabinetLightsNoteData );
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// pSteps->GetNoteData( &m_CabinetLightsNoteData );
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