some more s/GetSize/size/ and other minor STLisms
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@@ -264,7 +264,7 @@ void ScreenEz2SelectMusic::TweenOffScreen()
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apActorsInScore.Add( &m_sprHighScoreFrame[p] );
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apActorsInScore.Add( &m_HighScore[p] );
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}
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for( i=0; i<apActorsInScore.GetSize(); i++ )
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for( i=0; i<apActorsInScore.size(); i++ )
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{
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apActorsInScore[i]->BeginTweening( TWEEN_TIME, TWEEN_BIAS_END );
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apActorsInScore[i]->SetTweenX( SCORE_CONNECTED_TO_MUSIC_WHEEL ? apActorsInScore[i]->GetX()+400 : apActorsInScore[i]->GetX()-400 );
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@@ -284,7 +284,7 @@ void ScreenEz2SelectMusic::TweenScoreOnAndOffAfterChangeSort()
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apActorsInScore.Add( &m_sprHighScoreFrame[p] );
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apActorsInScore.Add( &m_HighScore[p] );
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}
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for( int i=0; i<apActorsInScore.GetSize(); i++ )
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for( unsigned i=0; i<apActorsInScore.size(); i++ )
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{
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apActorsInScore[i]->StopTweening();
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@@ -376,7 +376,7 @@ void ScreenEz2SelectMusic::EasierDifficulty( PlayerNumber pn )
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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return;
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if( m_arrayNotes.GetSize() == 0 )
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if( m_arrayNotes.empty() )
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return;
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if( m_iSelection[pn] == 0 )
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return;
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@@ -396,9 +396,9 @@ void ScreenEz2SelectMusic::HarderDifficulty( PlayerNumber pn )
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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return;
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if( m_arrayNotes.GetSize() == 0 )
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if( m_arrayNotes.empty() )
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return;
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if( m_iSelection[pn] == m_arrayNotes.GetSize()-1 )
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if( m_iSelection[pn] == m_arrayNotes.size()-1 )
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return;
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m_iSelection[pn]++;
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@@ -599,9 +599,9 @@ void ScreenEz2SelectMusic::AfterNotesChange( PlayerNumber pn )
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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return;
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m_iSelection[pn] = clamp( m_iSelection[pn], 0, m_arrayNotes.GetSize()-1 ); // bounds clamping
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m_iSelection[pn] = clamp( m_iSelection[pn], 0, m_arrayNotes.size()-1 ); // bounds clamping
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Notes* pNotes = m_arrayNotes.GetSize()>0 ? m_arrayNotes[m_iSelection[pn]] : NULL;
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Notes* pNotes = m_arrayNotes.empty()? NULL:m_arrayNotes[m_iSelection[pn]];
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GAMESTATE->m_pCurNotes[pn] = pNotes;
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@@ -670,11 +670,11 @@ void ScreenEz2SelectMusic::AfterMusicChange()
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{
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if( !GAMESTATE->IsPlayerEnabled( PlayerNumber(p) ) )
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continue;
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for( int i=0; i<m_arrayNotes.GetSize(); i++ )
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for( int i=0; i<m_arrayNotes.size(); i++ )
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if( m_arrayNotes[i]->m_DifficultyClass == GAMESTATE->m_PreferredDifficultyClass[p] )
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m_iSelection[p] = i;
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m_iSelection[p] = clamp( m_iSelection[p], 0, m_arrayNotes.GetSize() ) ;
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m_iSelection[p] = clamp( m_iSelection[p], 0, m_arrayNotes.size() ) ;
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}
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}
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break;
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