slight optimization.
(if we aren't loading a player, we don't need to do anything other than load up the game/style info and the name of the settings, so don't bother trying. when a player is loaded up, it is loaded from scratch from the ini file anyway.)
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@@ -86,6 +86,31 @@ void NoteFieldMode::Load(IniFile &ini, CString id, int pn)
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/* Required: */
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/* Required: */
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ASSERT( ini.GetValue ( id, "Name", m_Name ) );
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ASSERT( ini.GetValue ( id, "Name", m_Name ) );
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/* Grab this directly; don't try to set game specs per-player. */
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CString sGames;
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if(ini.GetValue( id, "Games", sGames ))
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{
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vector<CString> games;
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split(sGames, ",", games);
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for(unsigned n = 0; n < games.size(); ++n)
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{
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vector<CString> bits;
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split(games[n], "-", bits);
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ASSERT(bits.size() == 2);
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const Game game = GAMEMAN->StringToGameType( bits[0] );
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ASSERT(game != GAME_INVALID);
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const Style style = GAMEMAN->GameAndStringToStyle( game, bits[1] );
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ASSERT(style != STYLE_INVALID);
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Styles.insert(style);
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}
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}
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// if we aren't loading a player, we can bail here.
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if(pn == -1)
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return;
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GetValue( ini, pn, id, "Backdrop", m_Backdrop );
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GetValue( ini, pn, id, "Backdrop", m_Backdrop );
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GetValue( ini, pn, id, "FOV", m_fFov );
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GetValue( ini, pn, id, "FOV", m_fFov );
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GetValue( ini, pn, id, "NearClipDistance", m_fNear );
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GetValue( ini, pn, id, "NearClipDistance", m_fNear );
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@@ -117,27 +142,6 @@ void NoteFieldMode::Load(IniFile &ini, CString id, int pn)
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GetValue( ini, pn, id, ssprintf("HoldJudgment", t+1), m_HoldJudgmentCmd[t] );
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GetValue( ini, pn, id, ssprintf("HoldJudgment", t+1), m_HoldJudgmentCmd[t] );
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GetValue( ini, pn, id, ssprintf("HoldJudgment%i", t+1), m_HoldJudgmentCmd[t] );
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GetValue( ini, pn, id, ssprintf("HoldJudgment%i", t+1), m_HoldJudgmentCmd[t] );
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}
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}
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/* Grab this directly; don't try to set game specs per-player. */
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CString sGames;
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if(ini.GetValue( id, "Games", sGames ))
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{
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vector<CString> games;
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split(sGames, ",", games);
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for(unsigned n = 0; n < games.size(); ++n)
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{
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vector<CString> bits;
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split(games[n], "-", bits);
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ASSERT(bits.size() == 2);
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const Game game = GAMEMAN->StringToGameType( bits[0] );
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ASSERT(game != GAME_INVALID);
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const Style style = GAMEMAN->GameAndStringToStyle( game, bits[1] );
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ASSERT(style != STYLE_INVALID);
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Styles.insert(style);
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}
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}
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}
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}
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NoteFieldPositioning::NoteFieldPositioning(CString fn)
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NoteFieldPositioning::NoteFieldPositioning(CString fn)
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