don't reload note skin when entering play mode in the editor
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@@ -51,6 +51,8 @@ void NoteField::Unload()
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void NoteField::CacheNoteSkin( CString skin )
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{
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skin.ToLower();
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if( m_NoteDisplays.find(skin) != m_NoteDisplays.end() )
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return;
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@@ -64,13 +66,38 @@ void NoteField::CacheNoteSkin( CString skin )
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m_NoteDisplays[ skin ] = nd;
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}
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void NoteField::CacheAllUsedNoteSkins()
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void NoteField::CacheAllUsedNoteSkins( bool bDeleteUnused )
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{
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/* Cache note skins. */
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vector<CString> skins;
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GAMESTATE->GetAllUsedNoteSkins( skins );
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for( unsigned i=0; i < skins.size(); ++i )
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CacheNoteSkin( skins[i] );
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if( bDeleteUnused )
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{
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set<CString> setToDelete;
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for( map<CString, NoteDisplayCols *>::iterator it = m_NoteDisplays.begin();
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it != m_NoteDisplays.end(); ++it )
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{
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setToDelete.insert( it->first );
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}
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for( unsigned i=0; i < skins.size(); ++i )
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{
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CString sSkin = skins[i];
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sSkin.ToLower();
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setToDelete.erase( sSkin );
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}
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/* Free note skins that are no longer used. */
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for( set<CString>::iterator it = setToDelete.begin(); it != setToDelete.end(); ++it )
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{
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NoteDisplayCols *pNoteDisplay = m_NoteDisplays[*it];
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delete pNoteDisplay;
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m_NoteDisplays.erase( *it );
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}
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}
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}
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void NoteField::Load(
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@@ -98,7 +125,9 @@ void NoteField::Load(
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this->CopyAll( *pNoteData );
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ASSERT( GetNumTracks() == GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer );
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CacheAllUsedNoteSkins();
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/* If we're in gameplay, we havn't applied course modifiers yet, so we don't know what
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* note skins we'll need. Don't delete unused skins yet. */
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CacheAllUsedNoteSkins( false );
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RefreshBeatToNoteSkin();
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}
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@@ -36,7 +36,7 @@ public:
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float m_fBeginMarker, m_fEndMarker; // only used with MODE_EDIT
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void FadeToFail();
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void CacheAllUsedNoteSkins();
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void CacheAllUsedNoteSkins( bool bDeleteUnused );
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void CacheNoteSkin( CString skin );
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void Step( int iCol, TapNoteScore score );
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@@ -54,7 +54,7 @@ public:
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static float GetMaxStepDistanceSeconds();
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void CacheAllUsedNoteSkins() { m_pNoteField->CacheAllUsedNoteSkins(); }
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void CacheAllUsedNoteSkins( bool bDeleteUnused ) { m_pNoteField->CacheAllUsedNoteSkins(bDeleteUnused); }
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NoteDataWithScoring m_NoteData;
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@@ -866,8 +866,8 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
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GAMESTATE->m_SongOptions.FromString( a.sModifier );
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}
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/* Now that course options are applied, load any needed note skins. */
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m_Player[p].CacheAllUsedNoteSkins();
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/* Now that course options are applied, load any needed note skins and unload old ones. */
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m_Player[p].CacheAllUsedNoteSkins( true );
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/* Update attack bOn flags. */
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GAMESTATE->Update(0);
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