Much simpler implementations for the loops.
Who needs iterators?
This commit is contained in:
+7
-7
@@ -61,9 +61,9 @@ void AdjustSync::ResetOriginalSyncData()
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{
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{
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s_vpTimingDataOriginal.push_back(GAMESTATE->m_pCurSong->m_SongTiming);
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s_vpTimingDataOriginal.push_back(GAMESTATE->m_pCurSong->m_SongTiming);
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const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
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const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
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FOREACH( Steps*, const_cast<vector<Steps *>&>(vpSteps), s )
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for (Steps const *s : vpSteps)
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{
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{
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s_vpTimingDataOriginal.push_back((*s)->m_Timing);
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s_vpTimingDataOriginal.push_back(s->m_Timing);
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}
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}
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}
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}
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else
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else
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@@ -128,9 +128,9 @@ void AdjustSync::RevertSyncChanges()
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unsigned location = 1;
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unsigned location = 1;
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const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
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const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
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FOREACH( Steps*, const_cast<vector<Steps *>&>(vpSteps), s )
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for (Steps *s : vpSteps)
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{
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{
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(*s)->m_Timing = s_vpTimingDataOriginal[location];
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s->m_Timing = s_vpTimingDataOriginal[location];
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location++;
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location++;
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}
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}
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@@ -214,13 +214,13 @@ void AdjustSync::AutosyncOffset()
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{
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{
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GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean;
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GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean;
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const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
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const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
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FOREACH( Steps*, const_cast<vector<Steps *>&>(vpSteps), s )
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for (Steps *s : vpSteps)
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{
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{
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// Empty TimingData means it's inherited
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// Empty TimingData means it's inherited
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// from the song and is already changed.
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// from the song and is already changed.
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if( (*s)->m_Timing.empty() )
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if( s->m_Timing.empty() )
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continue;
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continue;
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(*s)->m_Timing.m_fBeat0OffsetInSeconds += mean;
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s->m_Timing.m_fBeat0OffsetInSeconds += mean;
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}
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}
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break;
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break;
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}
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}
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