remove debug cruft
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@@ -1102,13 +1102,9 @@ void ScreenGameplay::LoadLights()
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vector<CString> asDifficulties;
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vector<CString> asDifficulties;
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split( sDifficulty, ",", asDifficulties );
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split( sDifficulty, ",", asDifficulties );
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LOG->Trace( "xxx %i", asDifficulties.size() );
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Difficulty d1 = DIFFICULTY_INVALID;
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Difficulty d1 = DIFFICULTY_INVALID;
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if( asDifficulties.size() > 0 )
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if( asDifficulties.size() > 0 )
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{
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d1 = StringToDifficulty( asDifficulties[0] );
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d1 = StringToDifficulty( asDifficulties[0] );
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LOG->Trace( "d1 %i", d1 );
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}
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pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, d1 );
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pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, d1 );
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// If we can't find anything at all, stop.
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// If we can't find anything at all, stop.
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@@ -1121,7 +1117,6 @@ void ScreenGameplay::LoadLights()
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if( asDifficulties.size() > 1 )
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if( asDifficulties.size() > 1 )
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{
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{
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Difficulty d2 = StringToDifficulty( asDifficulties[1] );
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Difficulty d2 = StringToDifficulty( asDifficulties[1] );
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LOG->Trace( "d2 %i", d2 );
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const Steps *pSteps2 = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, d2 );
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const Steps *pSteps2 = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, d2 );
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if( pSteps != NULL && pSteps2 != NULL && pSteps != pSteps2 )
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if( pSteps != NULL && pSteps2 != NULL && pSteps != pSteps2 )
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{
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{
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