More loops.
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@@ -820,10 +820,10 @@ void ScreenGameplay::InitSongQueues()
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PlayerNumber pnMaster = GAMESTATE->GetMasterPlayerNumber();
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PlayerNumber pnMaster = GAMESTATE->GetMasterPlayerNumber();
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Trail *pTrail = GAMESTATE->m_pCurTrail[pnMaster];
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Trail *pTrail = GAMESTATE->m_pCurTrail[pnMaster];
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ASSERT( pTrail != NULL );
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ASSERT( pTrail != NULL );
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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for (TrailEntry const &e : pTrail->m_vEntries)
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{
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{
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ASSERT( e->pSong != NULL );
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ASSERT( e.pSong != NULL );
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m_apSongsQueue.push_back( e->pSong );
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m_apSongsQueue.push_back( e.pSong );
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}
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}
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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@@ -833,12 +833,12 @@ void ScreenGameplay::InitSongQueues()
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pi->m_vpStepsQueue.clear();
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pi->m_vpStepsQueue.clear();
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pi->m_asModifiersQueue.clear();
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pi->m_asModifiersQueue.clear();
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FOREACH_CONST( TrailEntry, lTrail->m_vEntries, e )
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for (TrailEntry const &e : lTrail->m_vEntries)
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{
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{
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ASSERT( e->pSteps != NULL );
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ASSERT( e.pSteps != NULL );
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pi->m_vpStepsQueue.push_back( e->pSteps );
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pi->m_vpStepsQueue.push_back( e.pSteps );
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AttackArray a;
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AttackArray a;
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e->GetAttackArray( a );
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e.GetAttackArray( a );
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pi->m_asModifiersQueue.push_back( a );
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pi->m_asModifiersQueue.push_back( a );
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}
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}
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