simplify
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@@ -1097,21 +1097,20 @@ void ScreenGameplay::LoadLights()
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m_CabinetLightsNoteData.Init();
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ASSERT( GAMESTATE->m_pCurSong );
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Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
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const Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
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if( pSteps != NULL )
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{
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pSteps->GetNoteData( m_CabinetLightsNoteData );
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return;
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}
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else
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{
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pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
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if( pSteps )
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{
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NoteData TapNoteData;
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pSteps->GetNoteData( TapNoteData );
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NoteDataUtil::LoadTransformedLights( TapNoteData, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
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}
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}
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pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
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if( pSteps )
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{
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NoteData TapNoteData;
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pSteps->GetNoteData( TapNoteData );
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NoteDataUtil::LoadTransformedLights( TapNoteData, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
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}
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}
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float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic)
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