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@@ -119,7 +119,7 @@ void ScreenGameplay::Init()
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m_pCombinedLifeMeter = NULL;
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m_pCombinedLifeMeter = NULL;
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if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
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if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
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return; // ScreenDemonstration will move us to the next scren. We just need to survive for one update without crashing.
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return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
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/* This is usually done already, but we might have come here without going through
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/* This is usually done already, but we might have come here without going through
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* ScreenSelectMusic or the options menus at all. */
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* ScreenSelectMusic or the options menus at all. */
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@@ -153,6 +153,8 @@ void ScreenGameplay::Init()
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case PLAY_MODE_RAVE:
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case PLAY_MODE_RAVE:
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{
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{
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// cache NoteSkin graphics
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// cache NoteSkin graphics
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/* XXX: is this still needed? We explicitly preload noteskins that can be
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* used as attacks (GameState::GetAllUsedNoteSkins). */
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CStringArray asNames;
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CStringArray asNames;
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NOTESKIN->GetNoteSkinNames( asNames );
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NOTESKIN->GetNoteSkinNames( asNames );
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for( unsigned i=0; i<asNames.size(); i++ )
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for( unsigned i=0; i<asNames.size(); i++ )
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