Loop and refactor.
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+11
-8
@@ -71,16 +71,17 @@ static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
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set<GameInput> vGIs;
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vector<const Style*> vStyles;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
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FOREACH( const Style*, vStyles, style )
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auto const &value = CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue();
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for (Style const *style : vStyles)
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{
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bool bFound = find( CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().begin(), CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().end(), (*style)->m_StepsType ) != CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().end();
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bool bFound = find( value.begin(), value.end(), style->m_StepsType ) != value.end();
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if( !bFound )
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continue;
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FOREACH_PlayerNumber( pn )
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{
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for( int iCol=0; iCol<(*style)->m_iColsPerPlayer; ++iCol )
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for( int iCol=0; iCol < style->m_iColsPerPlayer; ++iCol )
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{
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GameInput gi = (*style)->StyleInputToGameInput( iCol, pn );
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GameInput gi = style->StyleInputToGameInput( iCol, pn );
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if( gi.IsValid() )
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{
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vGIs.insert( gi );
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@@ -115,8 +116,10 @@ LightsManager::LightsManager()
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LightsManager::~LightsManager()
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{
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FOREACH( LightsDriver*, m_vpDrivers, iter )
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SAFE_DELETE( *iter );
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for (LightsDriver *iter : m_vpDrivers)
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{
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SAFE_DELETE( iter );
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}
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m_vpDrivers.clear();
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}
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@@ -421,8 +424,8 @@ void LightsManager::Update( float fDeltaTime )
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}
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// apply new light values we set above
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FOREACH( LightsDriver*, m_vpDrivers, iter )
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(*iter)->Set( &m_LightsState );
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for (LightsDriver *iter : m_vpDrivers)
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iter->Set( &m_LightsState );
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}
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void LightsManager::BlinkCabinetLight( CabinetLight cl )
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