store a current NoteSkin in NoteSkinManager so that NoteSkin elements can use NOTESKIN:GetPath()
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@@ -17,24 +17,23 @@ ReceptorArrow::ReceptorArrow()
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StopAnimating();
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}
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bool ReceptorArrow::Load( CString NoteSkin, const PlayerState* pPlayerState, int iColNo )
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bool ReceptorArrow::Load( const PlayerState* pPlayerState, int iColNo )
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{
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m_pPlayerState = pPlayerState;
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m_iColNo = iColNo;
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CString sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNo );
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CString sPath;
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m_pReceptorWaiting.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor waiting") );
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m_pReceptorGo.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor go") );
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m_pReceptorWaiting.Load( NOTESKIN->GetPath(sButton,"receptor waiting") );
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m_pReceptorGo.Load( NOTESKIN->GetPath(sButton,"receptor go") );
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FOREACH_TapNoteScore( i )
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{
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CString sJudge = TapNoteScoreToString( i );
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CString sCommand = Capitalize(sJudge)+"Command";
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m_sScoreCommand[i] = apActorCommands( new ActorCommands(NOTESKIN->GetMetric(NoteSkin,m_sName,sCommand)) );
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m_sScoreCommand[i] = NOTESKIN->GetMetricA(m_sName,sCommand);
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}
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m_pPressBlock.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"KeypressBlock") );
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m_pPressBlock.Load( NOTESKIN->GetPath(sButton,"KeypressBlock") );
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m_pReceptorWaiting->SetEffectClock( Actor::CLOCK_BGM_BEAT );
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m_pReceptorGo->SetEffectClock( Actor::CLOCK_BGM_BEAT );
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