Handle the set loops here.

This commit is contained in:
Jason Felds
2013-04-27 13:54:28 -04:00
parent 9c7111918d
commit 7356adefd7
+4 -4
View File
@@ -460,9 +460,9 @@ void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so )
set<StepsType> vStepsType;
SongUtil::GetPlayableStepsTypes( pSong, vStepsType );
FOREACHS( StepsType, vStepsType, st )
for (StepsType const &type : vStepsType)
{
if(pSong->HasStepsType(*st))
if(pSong->HasStepsType(type))
{
arraySongs.push_back( pSong );
break;
@@ -856,8 +856,8 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
WID.m_Flags.bEdits = false;
set<StepsType> vStepsType;
SongUtil::GetPlayableStepsTypes( WID.m_pSong, vStepsType );
FOREACHS( StepsType, vStepsType, st )
WID.m_Flags.bEdits |= WID.m_pSong->HasEdits( *st );
for (StepsType const &type : vStepsType)
WID.m_Flags.bEdits |= WID.m_pSong->HasEdits( type );
WID.m_Flags.iStagesForSong = GameState::GetNumStagesMultiplierForSong( WID.m_pSong );
}
else if( WID.m_pCourse != NULL )