use Sprite::SongBannerTexture
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@@ -219,7 +219,7 @@ RageTextureID BannerCache::LoadCachedBanner( CString BannerPath )
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/* Hack: make sure Banner::Load doesn't change our return value and end up
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* reloading. */
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ID = Banner::BannerTex(ID);
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ID = Sprite::SongBannerTexture(ID);
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/* It's not in a texture. Do we have it loaded? */
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if( m_BannerPathToImage.find(BannerPath) == m_BannerPathToImage.end() )
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@@ -114,7 +114,7 @@ void FadingBanner::LoadFromCachedBanner( const CString &path )
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RageTextureID ID;
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if( PREFSMAN->m_BannerCache == PrefsManager::BNCACHE_FULL )
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ID = Banner::BannerTex( path );
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ID = Sprite::SongBannerTexture( path );
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else
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/* Try to load the low quality version. */
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ID = BANNERCACHE->LoadCachedBanner( path );
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@@ -29,7 +29,7 @@
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#include "GameManager.h"
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#include "RageFile.h"
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#include "RageTextureManager.h"
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#include "Banner.h"
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#include "Sprite.h"
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#include "ProfileManager.h"
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#include "MemoryCardManager.h"
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#include "NotesLoaderSM.h"
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@@ -298,7 +298,7 @@ void SongManager::PreloadSongImages()
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if( !songs[i]->HasBanner() )
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continue;
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const RageTextureID ID = Banner::BannerTex( songs[i]->GetBannerPath() );
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const RageTextureID ID = Sprite::SongBannerTexture( songs[i]->GetBannerPath() );
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TEXTUREMAN->CacheTexture( ID );
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}
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@@ -309,7 +309,7 @@ void SongManager::PreloadSongImages()
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if( !courses[i]->HasBanner() )
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continue;
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const RageTextureID ID = Banner::BannerTex( courses[i]->m_sBannerPath );
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const RageTextureID ID = Sprite::SongBannerTexture( courses[i]->m_sBannerPath );
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TEXTUREMAN->CacheTexture( ID );
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}
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}
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