Fix warnings.
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@@ -101,7 +101,7 @@ void HighScoreWheel::Load( const HighScoreList& hsl, int iIndexToFocus )
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m_Items.resize( PREFSMAN->m_iMaxHighScoresPerList );
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m_Items.resize( PREFSMAN->m_iMaxHighScoresPerList );
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for( int i=0; i<PREFSMAN->m_iMaxHighScoresPerList; i++ )
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for( int i=0; i<PREFSMAN->m_iMaxHighScoresPerList; i++ )
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{
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{
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if( i < hsl.vHighScores.size() )
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if( unsigned(i) < hsl.vHighScores.size() )
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m_Items[i].Load( i, hsl.vHighScores[i] );
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m_Items[i].Load( i, hsl.vHighScores[i] );
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else
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else
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m_Items[i].LoadBlank( i );
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m_Items[i].LoadBlank( i );
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@@ -109,7 +109,7 @@ void HighScoreWheel::Load( const HighScoreList& hsl, int iIndexToFocus )
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}
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}
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m_iIndexToFocus = iIndexToFocus;
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m_iIndexToFocus = iIndexToFocus;
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if( m_iIndexToFocus >= 0 && m_iIndexToFocus < hsl.vHighScores.size() )
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if( m_iIndexToFocus >= 0 && m_iIndexToFocus < int(hsl.vHighScores.size()) )
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m_Items[m_iIndexToFocus].ShowFocus();
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m_Items[m_iIndexToFocus].ShowFocus();
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ActorScroller::Load(
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ActorScroller::Load(
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@@ -309,7 +309,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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}
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}
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m_FeatDisplay[p].resize( m_NumFeats[p] );
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m_FeatDisplay[p].resize( m_NumFeats[p] );
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for( i = 0; i < m_NumFeats[p]; ++i )
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for( i = 0; int(i) < m_NumFeats[p]; ++i )
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{
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{
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StageStats &ss = g_vPlayedStageStats[i];
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StageStats &ss = g_vPlayedStageStats[i];
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Song* pSong = ss.pSong;
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Song* pSong = ss.pSong;
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@@ -325,7 +325,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse, GAMESTATE->GetCurrentStyleDef()->m_StepsType, GAMESTATE->m_CourseDifficulty[p]) :
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PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse, GAMESTATE->GetCurrentStyleDef()->m_StepsType, GAMESTATE->m_CourseDifficulty[p]) :
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PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSteps);
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PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSteps);
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for( int h=0; h<hsl.vHighScores.size(); h++ )
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for( unsigned h=0; h<hsl.vHighScores.size(); h++ )
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{
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{
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const HighScore &hs = hsl.vHighScores[h];
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const HighScore &hs = hsl.vHighScores[h];
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if( hs.sName == RANKING_TO_FILL_IN_MARKER[p] &&
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if( hs.sName == RANKING_TO_FILL_IN_MARKER[p] &&
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@@ -509,6 +509,9 @@ void ScreenNameEntryTraditional::ChangeDisplayedFeat()
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COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_textCategory, "Hide" );
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COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_textCategory, "Hide" );
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COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_textCategory, "Unhide" );
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COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_textCategory, "Unhide" );
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/* fSecUntilDoneScrolling isn't used for anything. Is there any reason
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* for it to be a variable? -Steve
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*/
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float fSecUntilDoneScrolling = m_FeatDisplay[pn][NewFeat].m_Wheel.Scroll();
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float fSecUntilDoneScrolling = m_FeatDisplay[pn][NewFeat].m_Wheel.Scroll();
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}
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}
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}
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}
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