Quickie loops.
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+5
-5
@@ -1426,10 +1426,10 @@ void GameState::GetAllUsedNoteSkins( vector<RString> &out ) const
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const Trail *pTrail = m_pCurTrail[pn];
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const Trail *pTrail = m_pCurTrail[pn];
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ASSERT( pTrail != NULL );
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ASSERT( pTrail != NULL );
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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for (TrailEntry const &e : pTrail->m_vEntries)
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{
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{
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PlayerOptions po;
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PlayerOptions po;
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po.FromString( e->Modifiers );
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po.FromString( e.Modifiers );
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if( !po.m_sNoteSkin.empty() )
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if( !po.m_sNoteSkin.empty() )
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out.push_back( po.m_sNoteSkin );
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out.push_back( po.m_sNoteSkin );
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}
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}
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@@ -1930,15 +1930,15 @@ Difficulty GameState::GetClosestShownDifficulty( PlayerNumber pn ) const
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Difficulty iClosest = (Difficulty) 0;
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Difficulty iClosest = (Difficulty) 0;
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int iClosestDist = -1;
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int iClosestDist = -1;
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FOREACH_CONST( Difficulty, v, dc )
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for (Difficulty const &dc : v)
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{
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{
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int iDist = m_PreferredDifficulty[pn] - *dc;
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int iDist = m_PreferredDifficulty[pn] - dc;
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if( iDist < 0 )
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if( iDist < 0 )
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continue;
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continue;
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if( iClosestDist != -1 && iDist > iClosestDist )
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if( iClosestDist != -1 && iDist > iClosestDist )
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continue;
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continue;
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iClosestDist = iDist;
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iClosestDist = iDist;
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iClosest = *dc;
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iClosest = dc;
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}
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}
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return iClosest;
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return iClosest;
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