cleanup
handle lights via autogen as originally suggested
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@@ -1040,28 +1040,13 @@ void ScreenGameplay::LoadNextSong()
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// Load cabinet lights data
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//
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{
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int i;
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m_CabinetLightsNoteData.Init();
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ASSERT( GAMESTATE->m_pCurSong );
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vector<Steps*> vSteps;
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StepsType lightsSteps = STEPS_TYPE_LIGHTS_CABINET;
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lightsSteps = GAMEMAN->StringToNotesType(PREFSMAN->m_sLightsStepsType);
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GAMESTATE->m_pCurSong->GetSteps( vSteps, lightsSteps );
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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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pSteps->GetNoteData( &m_CabinetLightsNoteData );
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if( !vSteps.empty() )
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vSteps[0]->GetNoteData( &m_CabinetLightsNoteData );
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for (i=0;i<vSteps.size();i++)
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{
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Difficulty DC = StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty);
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Difficulty DC2 = vSteps[i]->GetDifficulty();
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if (DC == DC2)
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vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
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}
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// Convert to 4s so that we can check if we're inside a hold with just
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// GetTapNote().
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m_CabinetLightsNoteData.ConvertHoldNotesTo4s();
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