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@@ -386,6 +386,10 @@ BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const R
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if( g_RandomBackgroundMode == BGMODE_OFF )
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return BackgroundDef();
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// Set to not show any BGChanges, whether scripted or random
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if( GAMESTATE->m_SongOptions.GetCurrent().m_bStaticBackground )
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return BackgroundDef();
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if( RandomBGAnimations.empty() )
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return BackgroundDef();
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@@ -515,8 +519,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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m_RandomBGAnimations.push_back( bd );
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}
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}
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/* Song backgrounds (even just background stills) can get very big; never keep them
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* in memory. */
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@@ -525,15 +527,17 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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TEXTUREMAN->DisableOddDimensionWarning();
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if( !g_bSongBackgrounds )
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// Set to not show any BGChanges, whether scripted or random if m_bStaticBackground is on
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if( !g_bSongBackgrounds || GAMESTATE->m_SongOptions.GetCurrent().m_bStaticBackground )
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{
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/* Backgrounds are disabled; just display the song background. */
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// Backgrounds are disabled; just display the song background.
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BackgroundChange change;
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change.m_def = m_StaticBackgroundDef;
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change.m_fStartBeat = 0;
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m_Layer[0].m_aBGChanges.push_back( change );
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}
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else if( pSong->HasBGChanges() )
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// If m_bRandomBGOnly is on, then we want to ignore the scripted BG in favour of randomly loaded BGs
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else if( pSong->HasBGChanges() && !GAMESTATE->m_SongOptions.GetCurrent().m_bRandomBGOnly )
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{
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FOREACH_BackgroundLayer( i )
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{
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@@ -583,7 +587,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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layer.m_aBGChanges.push_back( change );
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}
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// sort segments
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FOREACH_BackgroundLayer( i )
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{
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