force hot pinking for banners
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@@ -61,6 +61,7 @@ void Banner::SetScrolling( bool bScroll, float Percent)
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/* Set up the texture coord rects for the current state. */
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/* Set up the texture coord rects for the current state. */
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Update(0);
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Update(0);
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}
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}
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#include "RageLog.h"
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void Banner::LoadFromSong( Song* pSong ) // NULL means no song
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void Banner::LoadFromSong( Song* pSong ) // NULL means no song
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{
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{
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@@ -68,8 +69,16 @@ void Banner::LoadFromSong( Song* pSong ) // NULL means no song
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Sprite::TurnShadowOff();
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Sprite::TurnShadowOff();
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LOG->Trace("xxxxxxx");
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if( pSong == NULL ) LoadFallback();
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if( pSong == NULL ) LoadFallback();
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else if( pSong->HasBanner() ) Load( pSong->GetBannerPath() );
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else if( pSong->HasBanner() )
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{
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/* Song banners often have HOT PINK color keys. */
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LOG->Trace("xxxxxxx 2 %s", pSong->GetBannerPath().GetString());
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RageTextureID ID(pSong->GetBannerPath());
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ID.bHotPinkColorKey = true;
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Load( ID );
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}
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else if( PREFSMAN->m_bUseBGIfNoBanner && pSong->HasBackground() ) Load( pSong->GetBackgroundPath() );
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else if( PREFSMAN->m_bUseBGIfNoBanner && pSong->HasBackground() ) Load( pSong->GetBackgroundPath() );
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else LoadFallback();
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else LoadFallback();
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}
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}
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