(Overly large commit; these ended up being very interdependent.)
Move beat searching in NoteField into FindFirstDisplayedBeat and FindLastDisplayedBeat. Handle seamless note skin changing during Rave mode. NoteDisplay loads a given note skin, ignoring GAMESTATE.
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@@ -243,6 +243,7 @@ ScreenEdit::ScreenEdit() : Screen("ScreenEdit")
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/* Not all games have a noteskin named "note" ... */
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if( NOTESKIN->DoesNoteSkinExist("note") )
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_sNoteSkin = "note"; // change noteskin before loading all of the edit Actors
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GAMESTATE->ResetNoteSkins();
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m_BGAnimation.LoadFromAniDir( THEME->GetPathToB("ScreenEdit background") );
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@@ -274,6 +275,7 @@ ScreenEdit::ScreenEdit() : Screen("ScreenEdit")
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_sNoteSkin = "default"; // change noteskin back to default before loading player
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GAMESTATE->ResetNoteSkins();
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m_Player.Load( PLAYER_1, ¬eData, NULL, NULL, NULL, NULL, NULL, NULL );
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
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@@ -1571,6 +1573,9 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
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m_EditMode = MODE_PLAYING;
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/* Reset the note skin, in case preferences have changed. */
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GAMESTATE->ResetNoteSkins();
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/* Give a 1 measure lead-in. Set this before loading Player, so it knows
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* where we're starting. */
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GAMESTATE->m_fSongBeat = m_NoteFieldEdit.m_fBeginMarker - 4;
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@@ -1597,6 +1602,9 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
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m_EditMode = MODE_RECORDING;
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/* Reset the note skin, in case preferences have changed. */
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GAMESTATE->ResetNoteSkins();
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// initialize m_NoteFieldRecord
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m_NoteFieldRecord.Load( &m_NoteFieldEdit, PLAYER_1, -150, 350, 350 );
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m_NoteFieldRecord.SetNumTracks( m_NoteFieldEdit.GetNumTracks() );
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