This is done by Player::Update(), and we don't change note skins this way anymore.
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@@ -989,10 +989,6 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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GAMESTATE->m_SongOptions.FromString( a.sModifiers );
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GAMESTATE->m_SongOptions.FromString( a.sModifiers );
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}
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}
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// UGLY: Force updating the BeatToNoteSkin mapping and cache NoteSkins now, or else
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// we'll do it on the first update and skip.
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pi->m_pPlayer->ApplyWaitingTransforms();
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/* Update attack bOn flags. */
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/* Update attack bOn flags. */
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GAMESTATE->Update(0);
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GAMESTATE->Update(0);
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pi->GetPlayerState()->RebuildPlayerOptionsFromActiveAttacks();
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pi->GetPlayerState()->RebuildPlayerOptionsFromActiveAttacks();
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