blank m_sNoteSkin mean "no change in NoteSkin". Don't hardcode the NoteSkin "default" everywhere because "default" is not guaranteed to exist.
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@@ -36,7 +36,7 @@ void PlayerOptions::Init()
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ZERO( m_bTurns );
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ZERO( m_bTransforms );
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m_ScoreDisplay = SCORING_ADD;
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m_sNoteSkin = "default";
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m_sNoteSkin = "";
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}
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void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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@@ -192,7 +192,7 @@ void PlayerOptions::GetMods( vector<RString> &AddTo ) const
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AddPart( AddTo, m_fSkew, "Incoming" );
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}
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if( !m_sNoteSkin.empty() && m_sNoteSkin.CompareNoCase("default")!=0 )
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if( !m_sNoteSkin.empty() )
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{
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RString s = m_sNoteSkin;
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Capitalize( s );
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@@ -333,7 +333,7 @@ void PlayerOptions::FromString( const RString &sOptions, bool bWarnOnInvalid )
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else if( sBit == "hallway" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "distant" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit;
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else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = "default";
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else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = "default"; // TODO: The default NoteSkin isn't necessarily "default"
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else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
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else if( sBit == "addscore" ) m_ScoreDisplay = SCORING_ADD;
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else if( sBit == "subtractscore" ) m_ScoreDisplay = SCORING_SUBTRACT;
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