Fixed RevertFromDisk by making it turn off the InStepEditor flag while reloading the song. Removed redundant call of loaderSSC.TidyUpData from NotesLoader::LoadFromDir because loaderSSC.LoadFromDir calls it.

This commit is contained in:
Kyzentun
2015-04-13 10:33:09 -06:00
parent bac4356672
commit b04e7faec6
2 changed files with 6 additions and 3 deletions
+1 -2
View File
@@ -35,8 +35,7 @@ bool NotesLoader::LoadFromDir( const RString &sPath, Song &out, set<RString> &Bl
if( !list.empty() ) if( !list.empty() )
{ {
if( !loaderSSC.LoadFromDir( sPath, out, load_autosave ) ) if( !loaderSSC.LoadFromDir( sPath, out, load_autosave ) )
return false; { return false; }
loaderSSC.TidyUpData( out, false );
return true; return true;
} }
SMALoader loaderSMA; SMALoader loaderSMA;
+5 -1
View File
@@ -6133,7 +6133,11 @@ void ScreenEdit::RevertFromDisk()
id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] ); id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] );
ASSERT( id.IsValid() ); ASSERT( id.IsValid() );
GAMESTATE->m_pCurSong->ReloadFromSongDir( GAMESTATE->m_pCurSong->GetSongDir() ); // If m_bInStepEditor is true while the song is reloaded, it screws up
// loading and results in the steps being cleared. -Kyz
GAMESTATE->m_bInStepEditor= false;
GAMESTATE->m_pCurSong->ReloadFromSongDir();
GAMESTATE->m_bInStepEditor= true;
Steps *pNewSteps = id.ToSteps( GAMESTATE->m_pCurSong, true ); Steps *pNewSteps = id.ToSteps( GAMESTATE->m_pCurSong, true );
if( !pNewSteps ) if( !pNewSteps )