use the NoteSkin specified in DefaultModifiers and don't reset the NoteSkin back to "default"

This commit is contained in:
Chris Danford
2005-03-11 04:53:02 +00:00
parent df4a7e3c9d
commit 7f0a969ceb
+3 -5
View File
@@ -561,12 +561,10 @@ void ScreenEdit::Init()
m_Clipboard.SetNumTracks( m_NoteDataEdit.GetNumTracks() ); m_Clipboard.SetNumTracks( m_NoteDataEdit.GetNumTracks() );
// Reset player options, but don't reset the current NoteSkin
CString sNoteSkin = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin;
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Init(); // don't allow weird options in editor. It doesn't handle reverse well. GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Init(); // don't allow weird options in editor. It doesn't handle reverse well.
// Set NoteSkin to note if available. GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin = sNoteSkin;
// Change noteskin back to default before loading player.
if( NOTESKIN->DoesNoteSkinExist("note") )
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin = "note";
GAMESTATE->ResetNoteSkins();
/* XXX: Do we actually have to send real note data here, and to m_NoteFieldRecord? /* XXX: Do we actually have to send real note data here, and to m_NoteFieldRecord?
* (We load again on play/record.) */ * (We load again on play/record.) */