Restore the EditorNoteSkinP[1,2] options, although I'm still not convinced
they're actually used anywhere.
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@@ -631,6 +631,20 @@ void ScreenEdit::ResetStaticState()
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s_bChangedNoteSkin = false;
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}
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static void SetDefaultEditorNoteSkin( size_t num, RString &sNameOut, RString &defaultValueOut )
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{
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sNameOut = ssprintf( "EditorNoteSkinP%d", int(num + 1) );
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switch( num )
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{
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case 0: defaultValueOut = "note"; return;
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case 1: defaultValueOut = "solo"; return;
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}
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defaultValueOut = "note";
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}
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static Preference1D<RString> EDITOR_NOTE_SKINS( SetDefaultEditorNoteSkin, NUM_PLAYERS );
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REGISTER_SCREEN_CLASS( ScreenEdit );
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void ScreenEdit::Init()
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@@ -684,17 +698,18 @@ void ScreenEdit::Init()
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s_bChangedNoteSkin = true;
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FOREACH_PlayerNumber( pn )
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{
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if( NOTESKIN->DoesNoteSkinExist( EDITOR_NOTE_SKIN ) )
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const RString &sNoteSkin = EDITOR_NOTE_SKINS[pn].Get();
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if( NOTESKIN->DoesNoteSkinExist( sNoteSkin ) )
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PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions,
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ModsLevel_Preferred, m_sNoteSkin, EDITOR_NOTE_SKIN );
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ModsLevel_Preferred, m_sNoteSkin, sNoteSkin );
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}
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}
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m_PlayerStateEdit.m_PlayerNumber = PLAYER_1;
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// If we always go with the GAMESTATE NoteSkin, we will have fun effects like Vivid or Flat in the editor notefield.
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// This is not conducive to productive editing.
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if( NOTESKIN->DoesNoteSkinExist( EDITOR_NOTE_SKIN ) )
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if( NOTESKIN->DoesNoteSkinExist( EDITOR_NOTE_SKINS[PLAYER_1].Get() ) )
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{
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PO_GROUP_ASSIGN( m_PlayerStateEdit.m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, EDITOR_NOTE_SKIN );
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PO_GROUP_ASSIGN( m_PlayerStateEdit.m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, EDITOR_NOTE_SKINS[PLAYER_1].Get() );
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}
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else
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{
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