store a current NoteSkin in NoteSkinManager so that NoteSkin elements can use NOTESKIN:GetPath()
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@@ -18,7 +18,7 @@ GhostArrowRow::GhostArrowRow()
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m_iNumCols = 0;
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}
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void GhostArrowRow::Load( const PlayerState* pPlayerState, CString NoteSkin, float fYReverseOffset )
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void GhostArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset )
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{
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Unload();
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@@ -32,7 +32,7 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, CString NoteSkin, flo
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// init arrows
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for( int c=0; c<m_iNumCols; c++ )
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{
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CString Button = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
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const CString &sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
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m_GhostDim.push_back( new GhostArrow );
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m_GhostBright.push_back( new GhostArrow );
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@@ -42,9 +42,9 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, CString NoteSkin, flo
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m_GhostBright[c]->SetName( "GhostArrowBright" );
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m_HoldGhost[c]->SetName( "HoldGhostArrow" );
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m_GhostDim[c]->Load( NoteSkin, Button, "tap explosion dim" );
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m_GhostBright[c]->Load( NoteSkin, Button, "tap explosion bright" );
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m_HoldGhost[c]->Load( NoteSkin, Button, "hold explosion" );
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m_GhostDim[c]->Load( sButton, "tap explosion dim" );
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m_GhostBright[c]->Load( sButton, "tap explosion bright" );
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m_HoldGhost[c]->Load( sButton, "hold explosion" );
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}
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}
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