Cleanup.
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@@ -26,16 +26,16 @@ void SMLoader::LoadFromSMTokens(
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{
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out.SetSavedToDisk( true ); // we're loading from disk, so this is by definintion already saved
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TrimLeft(sStepsType); TrimRight(sStepsType);
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TrimLeft(sDescription); TrimRight(sDescription);
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TrimLeft(sDifficulty); TrimRight(sDifficulty);
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TrimLeft( sStepsType ); TrimRight( sStepsType );
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TrimLeft( sDescription ); TrimRight( sDescription );
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TrimLeft( sDifficulty ); TrimRight( sDifficulty );
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// LOG->Trace( "Steps::LoadFromSMTokens()" );
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out.m_StepsType = GameManager::StringToStepsType(sStepsType);
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out.SetDescription(sDescription);
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out.SetDifficulty(StringToDifficulty( sDifficulty ));
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out.m_StepsType = GameManager::StringToStepsType( sStepsType );
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out.SetDescription( sDescription );
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out.SetDifficulty( StringToDifficulty(sDifficulty) );
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// HACK: We used to store SMANIAC as DIFFICULTY_HARD with special description.
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// Now, it has its own DIFFICULTY_CHALLENGE
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@@ -46,18 +46,18 @@ void SMLoader::LoadFromSMTokens(
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if( sDescription.CompareNoCase("challenge") == 0 )
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out.SetDifficulty( DIFFICULTY_CHALLENGE );
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out.SetMeter(atoi(sMeter));
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out.SetMeter( atoi(sMeter) );
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vector<RString> saValues;
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split( sRadarValues, ",", saValues, true );
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if( saValues.size() == NUM_RadarCategory )
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{
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RadarValues v;
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FOREACH_RadarCategory(rc)
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FOREACH_RadarCategory( rc )
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v[rc] = StringToFloat( saValues[rc] );
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out.SetCachedRadarValues( v );
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}
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out.SetSMNoteData(sNoteData);
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out.SetSMNoteData( sNoteData );
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out.TidyUpData();
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}
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