Deal with the nested map loops.
...is there a better way to do this?
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+12
-12
@@ -1817,23 +1817,23 @@ void GameState::StoreRankingName( PlayerNumber pn, RString sName )
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if( !PREFSMAN->m_bAllowMultipleHighScoreWithSameName )
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if( !PREFSMAN->m_bAllowMultipleHighScoreWithSameName )
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{
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{
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// erase all but the highest score for each name
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// erase all but the highest score for each name
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FOREACHM( SongID, Profile::HighScoresForASong, pProfile->m_SongHighScores, iter )
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for (auto &songIter : pProfile->m_SongHighScores)
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FOREACHM( StepsID, Profile::HighScoresForASteps, iter->second.m_StepsHighScores, iter2 )
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for (auto &stepIter : songIter.second.m_StepsHighScores)
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iter2->second.hsl.RemoveAllButOneOfEachName();
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stepIter.second.hsl.RemoveAllButOneOfEachName();
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FOREACHM( CourseID, Profile::HighScoresForACourse, pProfile->m_CourseHighScores, iter )
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for (auto &courseIter : pProfile->m_CourseHighScores)
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FOREACHM( TrailID, Profile::HighScoresForATrail, iter->second.m_TrailHighScores, iter2 )
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for (auto &trailIter : courseIter.second.m_TrailHighScores)
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iter2->second.hsl.RemoveAllButOneOfEachName();
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trailIter.second.hsl.RemoveAllButOneOfEachName();
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}
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}
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// clamp high score sizes
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// clamp high score sizes
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FOREACHM( SongID, Profile::HighScoresForASong, pProfile->m_SongHighScores, iter )
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for (auto &songIter : pProfile->m_SongHighScores)
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FOREACHM( StepsID, Profile::HighScoresForASteps, iter->second.m_StepsHighScores, iter2 )
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for (auto &stepIter : songIter.second.m_StepsHighScores)
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iter2->second.hsl.ClampSize( true );
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stepIter.second.hsl.ClampSize( true );
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FOREACHM( CourseID, Profile::HighScoresForACourse, pProfile->m_CourseHighScores, iter )
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for (auto &courseIter : pProfile->m_CourseHighScores)
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FOREACHM( TrailID, Profile::HighScoresForATrail, iter->second.m_TrailHighScores, iter2 )
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for (auto &trailIter : courseIter.second.m_TrailHighScores)
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iter2->second.hsl.ClampSize( true );
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trailIter.second.hsl.ClampSize( true );
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}
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}
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bool GameState::AllAreInDangerOrWorse() const
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bool GameState::AllAreInDangerOrWorse() const
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