remove enum Game. Instead, pass around the GameDef pointer
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@@ -24,20 +24,20 @@ static map<CString,CString> g_PathCache;
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NoteSkinManager::NoteSkinManager()
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{
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m_CurGame = GAME_INVALID;
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m_pCurGame = NULL;
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}
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NoteSkinManager::~NoteSkinManager()
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{
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}
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void NoteSkinManager::RefreshNoteSkinData( Game game )
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void NoteSkinManager::RefreshNoteSkinData( const GameDef* game )
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{
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/* Reload even if we don't need to, so exiting out of the menus refreshes the note
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* skin list (so you don't have to restart to see new noteskins). */
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m_CurGame = GAMESTATE->m_CurGame;
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m_pCurGame = GAMESTATE->m_pCurGame;
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GameDef* pGameDef = GAMEMAN->GetGameDefForGame( game );
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const GameDef* pGameDef = game;
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// clear path cache
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g_PathCache.clear();
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@@ -80,8 +80,8 @@ void NoteSkinManager::LoadNoteSkinData( CString sNoteSkinName, NoteSkinData& dat
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void NoteSkinManager::GetNoteSkinNames( CStringArray &AddTo )
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{
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/* If the skin data for the current game isn't already load it, load it now. */
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if( m_CurGame != GAMESTATE->m_CurGame )
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RefreshNoteSkinData( GAMESTATE->m_CurGame );
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if( m_pCurGame != GAMESTATE->m_pCurGame )
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RefreshNoteSkinData( GAMESTATE->m_pCurGame );
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/* Don't call GetNoteSkinNames below, since we don't want to call RefreshNoteSkinData; it's
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* slow. */
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@@ -103,7 +103,7 @@ void NoteSkinManager::GetNoteSkinNames( CStringArray &AddTo )
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}
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}
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void NoteSkinManager::GetNoteSkinNames( Game game, CStringArray &AddTo )
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void NoteSkinManager::GetNoteSkinNames( const GameDef* game, CStringArray &AddTo )
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{
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RefreshNoteSkinData( game );
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@@ -114,7 +114,7 @@ void NoteSkinManager::GetNoteSkinNames( Game game, CStringArray &AddTo )
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}
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/* Put the note skins back. */
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RefreshNoteSkinData( GAMESTATE->m_CurGame );
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RefreshNoteSkinData( GAMESTATE->m_pCurGame );
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}
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