use the NoteSkin specified in DefaultModifiers and don't reset the NoteSkin back to "default"
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@@ -561,12 +561,10 @@ void ScreenEdit::Init()
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m_Clipboard.SetNumTracks( m_NoteDataEdit.GetNumTracks() );
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m_Clipboard.SetNumTracks( m_NoteDataEdit.GetNumTracks() );
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// Reset player options, but don't reset the current NoteSkin
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CString sNoteSkin = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin;
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Init(); // don't allow weird options in editor. It doesn't handle reverse well.
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Init(); // don't allow weird options in editor. It doesn't handle reverse well.
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// Set NoteSkin to note if available.
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin = sNoteSkin;
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// Change noteskin back to default before loading player.
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if( NOTESKIN->DoesNoteSkinExist("note") )
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin = "note";
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GAMESTATE->ResetNoteSkins();
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/* XXX: Do we actually have to send real note data here, and to m_NoteFieldRecord?
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/* XXX: Do we actually have to send real note data here, and to m_NoteFieldRecord?
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* (We load again on play/record.) */
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* (We load again on play/record.) */
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