hopefully fix dumb chain of bugs:
RefreshBeatToNoteSkin must be called before Update() is run, and after ResetNoteSkinsForPlayer
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@@ -92,6 +92,8 @@ float AdjustedWindowHold( HoldWindow hw, bool bIsPlayingBeginner )
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Player::Player()
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Player::Player()
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{
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{
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m_bLoaded = false;
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m_pPlayerState = NULL;
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m_pPlayerState = NULL;
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m_pPlayerStageStats = NULL;
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m_pPlayerStageStats = NULL;
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m_fNoteFieldHeight = 0;
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m_fNoteFieldHeight = 0;
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@@ -213,11 +215,12 @@ void Player::Init(
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m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
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m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
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m_pNoteField->Init( m_pPlayerState, m_fNoteFieldHeight );
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m_pNoteField->Init( m_pPlayerState, m_fNoteFieldHeight );
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m_pNoteField->RefreshBeatToNoteSkin();
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}
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}
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void Player::Load( const NoteData& noteData )
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void Player::Load( const NoteData& noteData )
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{
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{
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m_bLoaded = true;
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m_LastTapNoteScore = TNS_NONE;
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m_LastTapNoteScore = TNS_NONE;
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m_iRowLastCrossed = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat ) - 1; // why this?
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m_iRowLastCrossed = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat ) - 1; // why this?
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@@ -329,6 +332,10 @@ void Player::Load( const NoteData& noteData )
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void Player::Update( float fDeltaTime )
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void Player::Update( float fDeltaTime )
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{
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{
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// Don't update if we havn't been loaded yet.
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if( !m_bLoaded )
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return;
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//LOG->Trace( "Player::Update(%f)", fDeltaTime );
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//LOG->Trace( "Player::Update(%f)", fDeltaTime );
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if( GAMESTATE->m_pCurSong==NULL )
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if( GAMESTATE->m_pCurSong==NULL )
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@@ -74,6 +74,8 @@ protected:
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bool IsPlayingBeginner() const;
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bool IsPlayingBeginner() const;
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bool m_bLoaded;
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PlayerState* m_pPlayerState;
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PlayerState* m_pPlayerState;
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PlayerStageStats* m_pPlayerStageStats;
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PlayerStageStats* m_pPlayerStageStats;
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float m_fNoteFieldHeight;
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float m_fNoteFieldHeight;
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