Loop and efficiency boost.

No need to loop the structure twice.
This commit is contained in:
Jason Felds
2013-05-01 21:41:20 -04:00
parent 3a97e3cba4
commit c759c4770f
+5 -5
View File
@@ -127,11 +127,11 @@ void NoteField::CacheAllUsedNoteSkins()
vector<RString> asSkinsLower; vector<RString> asSkinsLower;
GAMESTATE->GetAllUsedNoteSkins( asSkinsLower ); GAMESTATE->GetAllUsedNoteSkins( asSkinsLower );
asSkinsLower.push_back( m_pPlayerState->m_PlayerOptions.GetStage().m_sNoteSkin ); asSkinsLower.push_back( m_pPlayerState->m_PlayerOptions.GetStage().m_sNoteSkin );
FOREACH( RString, asSkinsLower, s ) for (RString &s : asSkinsLower)
s->MakeLower(); {
s.MakeLower();
for( unsigned i=0; i < asSkinsLower.size(); ++i ) CacheNoteSkin(s);
CacheNoteSkin( asSkinsLower[i] ); }
/* If we're changing note skins in the editor, we can have old note skins lying /* If we're changing note skins in the editor, we can have old note skins lying
* around. Remove them so they don't accumulate. */ * around. Remove them so they don't accumulate. */