move m_PlayerStateEdit init nearer to where it's used
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@@ -573,13 +573,6 @@ void ScreenEdit::Init()
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GAMESTATE->m_fSongBeat = 0;
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GAMESTATE->m_fSongBeat = 0;
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m_fTrailingBeat = GAMESTATE->m_fSongBeat;
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m_fTrailingBeat = GAMESTATE->m_fSongBeat;
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/* Not all games have a noteskin named "note" ... */
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if( NOTESKIN->DoesNoteSkinExist("note") )
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m_PlayerStateEdit.m_PlayerOptions.m_sNoteSkin = "note"; // change noteskin before loading all of the edit Actors
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m_PlayerStateEdit.m_PlayerNumber = PLAYER_1;
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m_PlayerStateEdit.m_PlayerOptions.m_sNoteSkin = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin;
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m_PlayerStateEdit.ResetNoteSkins();
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GAMESTATE->ResetNoteSkins();
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GAMESTATE->ResetNoteSkins();
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GAMESTATE->StoreSelectedOptions();
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GAMESTATE->StoreSelectedOptions();
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@@ -597,6 +590,12 @@ void ScreenEdit::Init()
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m_SnapDisplay.SetZoom( 0.5f );
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m_SnapDisplay.SetZoom( 0.5f );
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this->AddChild( &m_SnapDisplay );
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this->AddChild( &m_SnapDisplay );
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if( NOTESKIN->DoesNoteSkinExist("note") )
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m_PlayerStateEdit.m_PlayerOptions.m_sNoteSkin = "note"; // change noteskin before loading all of the edit Actors
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m_PlayerStateEdit.m_PlayerNumber = PLAYER_1;
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m_PlayerStateEdit.m_PlayerOptions.m_sNoteSkin = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin;
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m_PlayerStateEdit.ResetNoteSkins();
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m_pSteps->GetNoteData( m_NoteDataEdit );
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m_pSteps->GetNoteData( m_NoteDataEdit );
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m_NoteFieldEdit.SetXY( EDIT_X, EDIT_Y );
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m_NoteFieldEdit.SetXY( EDIT_X, EDIT_Y );
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m_NoteFieldEdit.SetZoom( 0.5f );
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m_NoteFieldEdit.SetZoom( 0.5f );
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