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Core/Config: Use structured bindings for cleaner std::map/pair usage.
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@ -250,12 +250,10 @@ private:
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profile_ini.Load(ini_path);
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const auto* ini_section = profile_ini.GetOrCreateSection("Profile");
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const auto& section_map = ini_section->GetValues();
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for (const auto& value : section_map)
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for (const auto& [key, value] : ini_section->GetValues())
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{
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Config::Location location{std::get<2>(use_data), std::get<1>(use_data) + num,
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value.first};
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layer->Set(location, value.second);
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Config::Location location{std::get<2>(use_data), std::get<1>(use_data) + num, key};
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layer->Set(location, value);
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}
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}
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}
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@ -266,12 +264,9 @@ private:
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{
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const std::string section_name = section.GetName();
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// Regular key,value pairs
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const auto& section_map = section.GetValues();
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for (const auto& value : section_map)
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for (const auto& [key, value] : section.GetValues())
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{
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const auto location = MapINIToRealLocation(section_name, value.first);
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const auto location = MapINIToRealLocation(section_name, key);
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if (location.section.empty() && location.key.empty())
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continue;
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@ -279,7 +274,7 @@ private:
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if (location.system == Config::System::Session)
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continue;
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layer->Set(location, value.second);
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layer->Set(location, value);
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}
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}
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@ -296,11 +291,8 @@ void INIGameConfigLayerLoader::Save(Config::Layer* layer)
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for (const std::string& file_name : GetGameIniFilenames(m_id, m_revision))
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ini.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + file_name, true);
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for (const auto& config : layer->GetLayerMap())
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for (const auto& [location, value] : layer->GetLayerMap())
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{
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const Config::Location& location = config.first;
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const std::optional<std::string>& value = config.second;
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if (!IsSettingSaveable(location) || location.system == Config::System::Session)
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continue;
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