Decouple <cstddef>
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@@ -26,6 +26,7 @@
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#include "StatsManager.h"
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#include <cmath>
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#include <cstddef>
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// Defines specific to ScreenNameEntry
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#define CATEGORY_Y THEME->GetMetricF(m_sName,"CategoryY")
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@@ -64,10 +65,10 @@ void ScreenNameEntry::ScrollingText::Init( const RString &sName, const std::vect
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void ScreenNameEntry::ScrollingText::DrawPrimitives()
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{
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const float fFakeBeat = GAMESTATE->m_Position.m_fSongBeat;
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const size_t iClosestIndex = std::lrint( fFakeBeat ) % CHARS_CHOICES.size();
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const std::size_t iClosestIndex = std::lrint( fFakeBeat ) % CHARS_CHOICES.size();
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const float fClosestYOffset = GetClosestCharYOffset( fFakeBeat );
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size_t iCharIndex = ( iClosestIndex - NUM_CHARS_TO_DRAW_BEHIND + CHARS_CHOICES.size() ) % CHARS_CHOICES.size();
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std::size_t iCharIndex = ( iClosestIndex - NUM_CHARS_TO_DRAW_BEHIND + CHARS_CHOICES.size() ) % CHARS_CHOICES.size();
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float fY = GRAY_ARROWS_Y + ( fClosestYOffset - g_iNumCharsToDrawBehind ) * g_fCharsSpacingY;
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for( int i = 0; i < NUM_CHARS_TO_DRAW_TOTAL; ++i )
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@@ -275,7 +276,7 @@ void ScreenNameEntry::Init()
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std::vector<GameInput> gi;
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GAMESTATE->GetCurrentStyle(p)->StyleInputToGameInput( iCol, p, gi );
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bool gi_is_start= false;
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for(size_t i= 0; i < gi.size(); ++i)
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for(std::size_t i= 0; i < gi.size(); ++i)
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{
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gi_is_start|= (INPUTMAPPER->GameButtonToMenuButton(gi[i].button)
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== GAME_BUTTON_START);
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