move m_PlayerStateEdit init nearer to where it's used

This commit is contained in:
Glenn Maynard
2005-07-21 01:06:53 +00:00
parent f0e4bff570
commit c316b4ec7e
+6 -7
View File
@@ -573,13 +573,6 @@ void ScreenEdit::Init()
GAMESTATE->m_fSongBeat = 0;
m_fTrailingBeat = GAMESTATE->m_fSongBeat;
/* Not all games have a noteskin named "note" ... */
if( NOTESKIN->DoesNoteSkinExist("note") )
m_PlayerStateEdit.m_PlayerOptions.m_sNoteSkin = "note"; // change noteskin before loading all of the edit Actors
m_PlayerStateEdit.m_PlayerNumber = PLAYER_1;
m_PlayerStateEdit.m_PlayerOptions.m_sNoteSkin = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin;
m_PlayerStateEdit.ResetNoteSkins();
GAMESTATE->ResetNoteSkins();
GAMESTATE->StoreSelectedOptions();
@@ -597,6 +590,12 @@ void ScreenEdit::Init()
m_SnapDisplay.SetZoom( 0.5f );
this->AddChild( &m_SnapDisplay );
if( NOTESKIN->DoesNoteSkinExist("note") )
m_PlayerStateEdit.m_PlayerOptions.m_sNoteSkin = "note"; // change noteskin before loading all of the edit Actors
m_PlayerStateEdit.m_PlayerNumber = PLAYER_1;
m_PlayerStateEdit.m_PlayerOptions.m_sNoteSkin = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin;
m_PlayerStateEdit.ResetNoteSkins();
m_pSteps->GetNoteData( m_NoteDataEdit );
m_NoteFieldEdit.SetXY( EDIT_X, EDIT_Y );
m_NoteFieldEdit.SetZoom( 0.5f );