name cleanup: "StepsType nt" -> "StepsType st"
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@@ -96,7 +96,7 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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return;
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Song* pSong = m_Selector.GetSelectedSong();
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StepsType nt = m_Selector.GetSelectedNotesType();
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StepsType st = m_Selector.GetSelectedNotesType();
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Difficulty dc = m_Selector.GetSelectedDifficulty();
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Steps* pNotes = m_Selector.GetSelectedNotes();
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// StepsType soureNT = m_Selector.GetSelectedSourceNotesType();
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@@ -105,7 +105,7 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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EditMenu::Action action = m_Selector.GetSelectedAction();
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GAMESTATE->m_pCurSong = pSong;
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GAMESTATE->m_CurStyle = GAMEMAN->GetEditorStyleForNotesType( nt );
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GAMESTATE->m_CurStyle = GAMEMAN->GetEditorStyleForNotesType( st );
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GAMESTATE->m_pCurNotes[PLAYER_1] = pNotes;
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//
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@@ -139,7 +139,7 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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// Yuck. Doing the memory allocation doesn't seem right since
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// Song allocates all of the other Steps.
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Steps* pNewNotes = new Steps;
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pNewNotes->CopyFrom( pSourceNotes, nt );
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pNewNotes->CopyFrom( pSourceNotes, st );
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pNewNotes->SetDifficulty( dc );
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pSong->AddNotes( pNewNotes );
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@@ -156,7 +156,7 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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// Yuck. Doing the memory allocation doesn't seem right since
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// Song allocates all of the other Steps.
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Steps* pNewNotes = new Steps;
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pNewNotes->AutogenFrom( pSourceNotes, nt );
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pNewNotes->AutogenFrom( pSourceNotes, st );
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pNewNotes->DeAutogen();
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pNewNotes->SetDifficulty( dc ); // override difficulty with the user's choice
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pSong->AddNotes( pNewNotes );
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@@ -173,7 +173,7 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
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// Yuck. Doing the memory allocation doesn't seem right since
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// Song allocates all of the other Steps.
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Steps* pNewNotes = new Steps;
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pNewNotes->CreateBlank( nt );
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pNewNotes->CreateBlank( st );
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pNewNotes->SetDifficulty( dc );
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pNewNotes->SetMeter( 1 );
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pSong->AddNotes( pNewNotes );
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