simplify
don't reload shared BGA on metrics/texture reload
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@@ -95,10 +95,8 @@ void ScreenManager::ThemeChanged()
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SAFE_DELETE( m_SystemLayer );
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SAFE_DELETE( m_SystemLayer );
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m_SystemLayer = new ScreenSystemLayer;
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m_SystemLayer = new ScreenSystemLayer;
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m_SystemLayer->Init();
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m_SystemLayer->Init();
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m_SystemLayer->ReloadCreditsText();
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m_SystemLayer->RefreshCreditsMessages();
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m_SystemLayer->RefreshCreditsMessages();
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// reload shared BGA
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m_pSharedBGA->LoadFromAniDir( m_sLastLoadedBackgroundPath );
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}
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}
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void ScreenManager::EmptyDeleteQueue()
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void ScreenManager::EmptyDeleteQueue()
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@@ -540,11 +538,6 @@ void ScreenManager::RefreshCreditsMessages()
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LOG->MapLog( "JOINED", "Players joined: %s", joined.c_str() );
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LOG->MapLog( "JOINED", "Players joined: %s", joined.c_str() );
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}
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}
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void ScreenManager::ReloadCreditsText()
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{
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m_SystemLayer->ReloadCreditsText();
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}
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/* Always play these sounds, even if we're in a silent attract loop. */
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/* Always play these sounds, even if we're in a silent attract loop. */
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void ScreenManager::PlayStartSound()
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void ScreenManager::PlayStartSound()
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{
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{
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@@ -51,7 +51,6 @@ public:
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void PostMessageToTopScreen( ScreenMessage SM, float fDelay );
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void PostMessageToTopScreen( ScreenMessage SM, float fDelay );
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void SendMessageToTopScreen( ScreenMessage SM );
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void SendMessageToTopScreen( ScreenMessage SM );
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void ReloadCreditsText();
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void RefreshCreditsMessages();
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void RefreshCreditsMessages();
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void ThemeChanged();
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void ThemeChanged();
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@@ -1333,7 +1333,6 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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{
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{
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THEME->ReloadMetrics();
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THEME->ReloadMetrics();
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TEXTUREMAN->ReloadAll();
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TEXTUREMAN->ReloadAll();
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SCREENMAN->ReloadCreditsText();
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NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_pCurGame );
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NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_pCurGame );
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CodeDetector::RefreshCacheItems();
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CodeDetector::RefreshCacheItems();
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