More for loops.
This commit is contained in:
+28
-37
@@ -237,9 +237,8 @@ public:
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}
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void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
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{
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FOREACH_CONST( PlayerNumber, vpns, pn )
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for (PlayerNumber const &p : vpns)
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{
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PlayerNumber p = *pn;
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vector<bool> &vbSelOut = vbSelectedOut[p];
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bool bUseFallbackOption = true;
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@@ -303,9 +302,8 @@ public:
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int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
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{
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FOREACH_CONST( PlayerNumber, vpns, pn )
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for (PlayerNumber const &p : vpns)
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{
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PlayerNumber p = *pn;
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const vector<bool> &vbSel = vbSelected[p];
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m_Default.Apply( p );
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@@ -315,8 +313,8 @@ public:
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m_aListEntries[i].Apply( p );
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}
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}
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FOREACH_CONST( RString, m_vsBroadcastOnExport, s )
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MESSAGEMAN->Broadcast( *s );
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for (RString const &s : m_vsBroadcastOnExport)
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MESSAGEMAN->Broadcast( s );
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return 0;
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}
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@@ -608,9 +606,8 @@ public:
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}
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virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
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{
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FOREACH_CONST( PlayerNumber, vpns, pn )
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for (PlayerNumber const &p : vpns)
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{
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PlayerNumber p = *pn;
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vector<bool> &vbSelOut = vbSelectedOut[p];
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ASSERT( m_vSteps.size() == vbSelOut.size() );
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@@ -626,7 +623,8 @@ public:
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// look for matching difficulty
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if( m_pDifficultyToFill )
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{
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FOREACH_CONST( Difficulty, m_vDifficulties, d )
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// use the old style for now.
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for (vector<Difficulty>::const_iterator d = m_vDifficulties.begin(); d != m_vDifficulties.end(); ++d)
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{
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unsigned i = d - m_vDifficulties.begin();
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if( *d == GAMESTATE->m_PreferredDifficulty[0] )
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@@ -645,9 +643,8 @@ public:
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}
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virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
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{
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FOREACH_CONST( PlayerNumber, vpns, pn )
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for (PlayerNumber const &p : vpns)
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{
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PlayerNumber p = *pn;
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const vector<bool> &vbSel = vbSelected[p];
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int index = OptionRowHandlerUtil::GetOneSelection( vbSel );
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@@ -706,11 +703,11 @@ class OptionRowHandlerListStyles: public OptionRowHandlerList
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vector<const Style*> vStyles;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
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ASSERT( vStyles.size() != 0 );
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FOREACH_CONST( const Style*, vStyles, s )
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for (Style const *s : vStyles)
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{
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m_Def.m_vsChoices.push_back( GAMEMAN->StyleToLocalizedString(*s) );
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m_Def.m_vsChoices.push_back( GAMEMAN->StyleToLocalizedString(s) );
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GameCommand mc;
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mc.m_pStyle = *s;
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mc.m_pStyle = s;
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m_aListEntries.push_back( mc );
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}
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@@ -738,11 +735,11 @@ class OptionRowHandlerListGroups: public OptionRowHandlerList
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m_aListEntries.push_back( mc );
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}
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FOREACH_CONST( RString, vSongGroups, g )
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for (RString const &g : vSongGroups)
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{
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m_Def.m_vsChoices.push_back( *g );
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m_Def.m_vsChoices.push_back( g );
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GameCommand mc;
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mc.m_sSongGroup = *g;
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mc.m_sSongGroup = g;
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m_aListEntries.push_back( mc );
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}
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}
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@@ -764,15 +761,15 @@ class OptionRowHandlerListDifficulties: public OptionRowHandlerList
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m_aListEntries.push_back( mc );
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}
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FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), d )
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for (Difficulty const &d : CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue())
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{
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// TODO: Is this the best thing we can do here?
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StepsType st = GAMEMAN->GetHowToPlayStyleForGame( GAMESTATE->m_pCurGame )->m_StepsType;
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RString s = CustomDifficultyToLocalizedString( GetCustomDifficulty(st, *d, CourseType_Invalid) );
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RString s = CustomDifficultyToLocalizedString( GetCustomDifficulty(st, d, CourseType_Invalid) );
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m_Def.m_vsChoices.push_back( s );
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GameCommand mc;
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mc.m_dc = *d;
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mc.m_dc = d;
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m_aListEntries.push_back( mc );
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}
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}
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@@ -793,11 +790,11 @@ class OptionRowHandlerListSongsInCurrentSongGroup: public OptionRowHandlerList
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m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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m_Def.m_bExportOnChange = true;
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FOREACH_CONST( Song*, vpSongs, p )
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for (Song *p : vpSongs)
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{
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m_Def.m_vsChoices.push_back( (*p)->GetTranslitFullTitle() );
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m_Def.m_vsChoices.push_back( p->GetTranslitFullTitle() );
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GameCommand mc;
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mc.m_pSong = *p;
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mc.m_pSong = p;
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m_aListEntries.push_back( mc );
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}
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}
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@@ -990,9 +987,8 @@ public:
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ASSERT( lua_gettop(L) == 0 );
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FOREACH_CONST( PlayerNumber, vpns, pn )
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for (PlayerNumber const &p : vpns)
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{
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PlayerNumber p = *pn;
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vector<bool> &vbSelOut = vbSelectedOut[p];
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/* Evaluate the LoadSelections(self,array,pn) function, where
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@@ -1046,9 +1042,8 @@ public:
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ASSERT( lua_gettop(L) == 0 );
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FOREACH_CONST( PlayerNumber, vpns, pn )
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for (PlayerNumber const &p : vpns)
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{
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PlayerNumber p = *pn;
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const vector<bool> &vbSel = vbSelected[p];
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/* Evaluate SaveSelections(self,array,pn) function, where array is
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@@ -1139,9 +1134,8 @@ public:
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}
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virtual void ImportOption( OptionRow *, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
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{
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FOREACH_CONST( PlayerNumber, vpns, pn )
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for (PlayerNumber const &p : vpns)
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{
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PlayerNumber p = *pn;
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vector<bool> &vbSelOut = vbSelectedOut[p];
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int iSelection = m_pOpt->Get();
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@@ -1152,9 +1146,8 @@ public:
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{
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bool bChanged = false;
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FOREACH_CONST( PlayerNumber, vpns, pn )
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for (PlayerNumber const &p : vpns)
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{
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PlayerNumber p = *pn;
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const vector<bool> &vbSel = vbSelected[p];
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int iSel = OptionRowHandlerUtil::GetOneSelection(vbSel);
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@@ -1226,9 +1219,9 @@ public:
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m_vStepsTypesToShow = CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue();
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m_Def.m_vsChoices.clear();
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FOREACH_CONST( StepsType, m_vStepsTypesToShow, st )
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for (StepsType const &st : m_vStepsTypesToShow)
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{
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RString s = GAMEMAN->GetStepsTypeInfo( *st ).GetLocalizedString();
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RString s = GAMEMAN->GetStepsTypeInfo( st ).GetLocalizedString();
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m_Def.m_vsChoices.push_back( s );
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}
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@@ -1238,9 +1231,8 @@ public:
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virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
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{
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FOREACH_CONST( PlayerNumber, vpns, pn )
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for (PlayerNumber const &p : vpns)
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{
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PlayerNumber p = *pn;
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vector<bool> &vbSelOut = vbSelectedOut[p];
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if( GAMESTATE->m_pCurSteps[0] )
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@@ -1259,9 +1251,8 @@ public:
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}
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virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
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{
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FOREACH_CONST( PlayerNumber, vpns, pn )
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for (PlayerNumber const &p : vpns)
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{
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PlayerNumber p = *pn;
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const vector<bool> &vbSel = vbSelected[p];
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int index = OptionRowHandlerUtil::GetOneSelection( vbSel );
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