clean this up
don't compare booleans to "true" or "false"; it's redundant (this is still a hack, but I don't feel like puzzling out the right way to do this)
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+13
-20
@@ -164,27 +164,20 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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// If solo-single is enabled..
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if( PREFSMAN->m_bSoloSingle == true && GAMESTATE->GetCurrentStyleDef()->m_NotesType == STYLE_DANCE_SINGLE && GAMESTATE->GetNumSidesJoined() == 1 )
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if( PREFSMAN->m_bSoloSingle &&
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GAMESTATE->GetCurrentStyleDef()->m_NotesType == STYLE_DANCE_SINGLE &&
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GAMESTATE->GetNumSidesJoined() == 1 &&
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GAMESTATE->IsPlayerEnabled(0) )
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{
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int iJoinedSide;
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for( unsigned u=0;u<NUM_PLAYERS;u++)
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if( GAMESTATE->IsPlayerEnabled(u) == true )
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iJoinedSide = u;
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if( iJoinedSide == 0 )
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{
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m_GhostArrowRow.SetX( 165 );
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m_GrayArrowRow.SetX( 165 );
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m_NoteField.SetX( 165 );
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m_Combo.SetX( 165 );
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for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
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{
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m_HoldJudgment[c].SetX( (float)pStyleDef->m_ColumnInfo[pn][c].fXOffset + m_GhostArrowRow.GetX());
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}
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m_Judgment.SetX( 165 );
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}
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m_GhostArrowRow.SetX( 165 );
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m_GrayArrowRow.SetX( 165 );
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m_NoteField.SetX( 165 );
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m_Combo.SetX( 165 );
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for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
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m_HoldJudgment[c].SetX( (float)pStyleDef->m_ColumnInfo[pn][c].fXOffset + m_GhostArrowRow.GetX());
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m_Judgment.SetX( 165 );
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}
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