Simple loops here.
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@@ -260,10 +260,10 @@ void StepsDisplayList::SetFromGameState()
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// DIFFICULTIES_TO_SHOW.
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// DIFFICULTIES_TO_SHOW.
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const vector<Difficulty>& difficulties = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();
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const vector<Difficulty>& difficulties = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();
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m_Rows.resize( difficulties.size() );
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m_Rows.resize( difficulties.size() );
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FOREACH_CONST( Difficulty, difficulties, d )
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for (Difficulty const &d : difficulties)
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{
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{
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m_Rows[i].m_dc = *d;
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m_Rows[i].m_dc = d;
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m_Lines[i].m_Meter.SetFromStepsTypeAndMeterAndDifficultyAndCourseType( GAMESTATE->m_pCurStyle->m_StepsType, 0, *d, CourseType_Invalid );
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m_Lines[i].m_Meter.SetFromStepsTypeAndMeterAndDifficultyAndCourseType( GAMESTATE->m_pCurStyle->m_StepsType, 0, d, CourseType_Invalid );
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++i;
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++i;
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}
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}
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}
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}
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@@ -274,11 +274,11 @@ void StepsDisplayList::SetFromGameState()
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// Should match the sort in ScreenSelectMusic::AfterMusicChange.
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// Should match the sort in ScreenSelectMusic::AfterMusicChange.
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m_Rows.resize( vpSteps.size() );
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m_Rows.resize( vpSteps.size() );
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FOREACH_CONST( Steps*, vpSteps, s )
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for (Steps const * s: vpSteps)
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{
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{
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//LOG->Trace(ssprintf("setting steps for row %i",i));
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//LOG->Trace(ssprintf("setting steps for row %i",i));
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m_Rows[i].m_Steps = *s;
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m_Rows[i].m_Steps = s;
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m_Lines[i].m_Meter.SetFromSteps( *s );
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m_Lines[i].m_Meter.SetFromSteps( s );
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++i;
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++i;
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}
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}
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}
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}
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