FOREACH_ENUM cleanup
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@@ -54,7 +54,7 @@ static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
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vector<RString> asGameButtons;
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split( GAME_BUTTONS_TO_SHOW.GetValue(), ",", asGameButtons );
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_CONST( RString, asGameButtons, button )
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{
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@@ -168,8 +168,8 @@ void LightsManager::Update( float fDeltaTime )
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{
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FOREACH_CabinetLight( cl )
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fapproach( m_fSecsLeftInCabinetLightBlink[cl], 0, fDeltaTime );
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FOREACH_GameController( gc )
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameController, gc )
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FOREACH_ENUM( GameButton, gb )
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fapproach( m_fSecsLeftInGameButtonBlink[gc][gb], 0, fDeltaTime );
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}
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@@ -306,11 +306,11 @@ void LightsManager::Update( float fDeltaTime )
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case LIGHTSMODE_STAGE:
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case LIGHTSMODE_JOINING:
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{
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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bool bOn = GAMESTATE->m_bSideIsJoined[gc];
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameButton, gb )
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m_LightsState.m_bGameButtonLights[gc][gb] = bOn;
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}
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}
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@@ -323,9 +323,9 @@ void LightsManager::Update( float fDeltaTime )
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//
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// Blink on notes.
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//
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameButton, gb )
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{
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m_LightsState.m_bGameButtonLights[gc][gb] = m_fSecsLeftInGameButtonBlink[gc][gb] > 0 ;
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}
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@@ -336,7 +336,7 @@ void LightsManager::Update( float fDeltaTime )
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//
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// Blink on button presses.
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//
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_GameButton_Custom( gb )
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{
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@@ -452,9 +452,9 @@ CabinetLight LightsManager::GetFirstLitCabinetLight()
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GameInput LightsManager::GetFirstLitGameButtonLight()
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{
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameButton, gb )
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{
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if( m_LightsState.m_bGameButtonLights[gc][gb] )
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return GameInput( gc, gb );
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