Style cleanup.
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@@ -1026,7 +1026,6 @@ void ScreenGameplay::LoadNextSong()
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// Load cabinet lights data
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// Load cabinet lights data
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//
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//
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{
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{
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int i;
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vector<Steps*> vSteps;
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vector<Steps*> vSteps;
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m_CabinetLightsNoteData.Init();
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m_CabinetLightsNoteData.Init();
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ASSERT( GAMESTATE->m_pCurSong );
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ASSERT( GAMESTATE->m_pCurSong );
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@@ -1039,11 +1038,14 @@ void ScreenGameplay::LoadNextSong()
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StepsType lightsSteps = GAMESTATE->GetCurrentStyle()->m_StepsType; //STEPS_TYPE_DANCE_SINGLE;
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StepsType lightsSteps = GAMESTATE->GetCurrentStyle()->m_StepsType; //STEPS_TYPE_DANCE_SINGLE;
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GAMESTATE->m_pCurSong->GetSteps(vSteps,lightsSteps);
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GAMESTATE->m_pCurSong->GetSteps(vSteps,lightsSteps);
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if(!vSteps.empty()) {vSteps[0]->GetNoteData(&m_CabinetLightsNoteData);}
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if(!vSteps.empty())
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for (i=0;i<vSteps.size();i++) {
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vSteps[0]->GetNoteData(&m_CabinetLightsNoteData);
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for (unsigned i = 0; i < vSteps.size(); ++i)
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{
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Difficulty DC = StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty);
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Difficulty DC = StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty);
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Difficulty DC2 = vSteps[i]->GetDifficulty();
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Difficulty DC2 = vSteps[i]->GetDifficulty();
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if(DC == DC2) {vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );}
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if(DC == DC2)
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vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
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}
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}
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