Handle the set loops here.
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+4
-4
@@ -460,9 +460,9 @@ void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so )
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set<StepsType> vStepsType;
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set<StepsType> vStepsType;
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SongUtil::GetPlayableStepsTypes( pSong, vStepsType );
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SongUtil::GetPlayableStepsTypes( pSong, vStepsType );
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FOREACHS( StepsType, vStepsType, st )
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for (StepsType const &type : vStepsType)
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{
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{
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if(pSong->HasStepsType(*st))
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if(pSong->HasStepsType(type))
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{
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{
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arraySongs.push_back( pSong );
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arraySongs.push_back( pSong );
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break;
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break;
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@@ -856,8 +856,8 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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WID.m_Flags.bEdits = false;
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WID.m_Flags.bEdits = false;
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set<StepsType> vStepsType;
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set<StepsType> vStepsType;
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SongUtil::GetPlayableStepsTypes( WID.m_pSong, vStepsType );
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SongUtil::GetPlayableStepsTypes( WID.m_pSong, vStepsType );
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FOREACHS( StepsType, vStepsType, st )
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for (StepsType const &type : vStepsType)
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WID.m_Flags.bEdits |= WID.m_pSong->HasEdits( *st );
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WID.m_Flags.bEdits |= WID.m_pSong->HasEdits( type );
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WID.m_Flags.iStagesForSong = GameState::GetNumStagesMultiplierForSong( WID.m_pSong );
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WID.m_Flags.iStagesForSong = GameState::GetNumStagesMultiplierForSong( WID.m_pSong );
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}
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}
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else if( WID.m_pCourse != NULL )
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else if( WID.m_pCourse != NULL )
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