Mostly cleanup, but allow lines starting with ';' in .ini files to be treated as comments.
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@@ -2,7 +2,6 @@
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#include "FadingBanner.h"
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#include "RageTextureManager.h"
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#include "BannerCache.h"
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#include "BackgroundCache.h"
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#include "Song.h"
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#include "RageLog.h"
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#include "Course.h"
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@@ -167,62 +166,6 @@ bool FadingBanner::LoadFromCachedBanner( const RString &path )
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return bLowRes;
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}
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/* If this returns true, a low-resolution background was loaded, and the full-res
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* background should be loaded later. */
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/*
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bool FadingBanner::LoadFromCachedBackground( const RString &path )
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{
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// If we're already on the given background, don't fade again.
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if( path != "" && m_Banner[m_iIndexLatest].GetTexturePath() == path )
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return false;
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if( path == "" )
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{
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// xxx: should load fallback background
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LoadFallback();
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return false;
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}
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// If we're currently fading to the given banner, go through this again,
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// which will cause the fade-in to be further delayed.
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RageTextureID ID;
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bool bLowRes = (PREFSMAN->m_BackgroundCache != BGCACHE_FULL);
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if( !bLowRes )
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{
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ID = Sprite::SongBGTexture( path );
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}
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else
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{
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// Try to load the low quality version.
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ID = BACKGROUNDCACHE->LoadCachedBackground( path );
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}
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if( !TEXTUREMAN->IsTextureRegistered(ID) )
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{
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/* Oops. We couldn't load a background quickly. We can load the actual
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* background, but that's slow, so we don't want to do that when we're moving
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* fast on the music wheel. In that case, we should just keep the background
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* that's there (or load a "moving fast" background). Once we settle down,
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* we'll get called again and load the real background. */
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/*
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if( m_bMovingFast )
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return false;
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if( IsAFile(path) )
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Load( path );
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else
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LoadFallback();
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return false;
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}
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Load( ID );
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return bLowRes;
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}
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*/
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void FadingBanner::LoadFromSong( const Song* pSong )
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{
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if( pSong == NULL )
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