simplify
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@@ -140,9 +140,7 @@ void BGAnimation::LoadFromAniDir( CString sAniDir )
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for( unsigned i=0; i<asImagePaths.size(); i++ )
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{
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const CString sPath = asImagePaths[i];
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CString sDir, sFName, sExt;
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splitrelpath( sPath, sDir, sFName, sExt );
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if( sFName.Left(1) == "_" )
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if( Basename(sPath).Left(1) == "_" )
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continue; // don't directly load files starting with an underscore
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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pLayer->LoadFromAniLayerFile( asImagePaths[i] );
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@@ -32,11 +32,7 @@ void AnimatedTexture::Load( CString sTexOrIniPath )
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{
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ASSERT( vFrames.empty() ); // don't load more than once
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CString sDir, sFName, sExt;
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splitrelpath( sTexOrIniPath, sDir, sFName, sExt );
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bool bIsIni = sTexOrIniPath.Right(3).CompareNoCase("ini")== 0;
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if( bIsIni )
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if( GetExtension(sTexOrIniPath).CompareNoCase("ini")==0 )
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{
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IniFile ini;
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ini.SetPath( sTexOrIniPath );
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@@ -56,7 +52,7 @@ void AnimatedTexture::Load( CString sTexOrIniPath )
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ini.GetValue( "AnimatedTexture", sDelayKey, fDelay ) )
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{
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RageTextureID ID;
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ID.filename = sDir+sFileName;
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ID.filename = Dirname(sTexOrIniPath) + sFileName;
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ID.bStretch = true;
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ID.bHotPinkColorKey = true;
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AnimatedTextureState state = {
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