diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 347b5c92e7..d2cb08fab1 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -160,33 +160,6 @@ void ScreenGameplay::Init() FOREACH_PotentialCpuPlayer(p) GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] ); - switch( GAMESTATE->m_PlayMode ) - { - case PLAY_MODE_BATTLE: - case PLAY_MODE_RAVE: - { - // cache NoteSkin graphics - /* XXX: is this still needed? We explicitly preload noteskins that can be - * used as attacks (GameState::GetAllUsedNoteSkins). */ - CStringArray asNames; - NOTESKIN->GetNoteSkinNames( asNames ); - for( unsigned i=0; iGetNoteSkinDir( asNames[i] ); - CStringArray asGraphicPaths; - GetDirListing( sDir+"*.png", asGraphicPaths, false, true ); - GetDirListing( sDir+"*.jpg", asGraphicPaths, false, true ); - GetDirListing( sDir+"*.gif", asGraphicPaths, false, true ); - GetDirListing( sDir+"*.bmp", asGraphicPaths, false, true ); - for( unsigned j=0; jCacheTexture( asGraphicPaths[j] ); - } - } - break; - } - - - // // fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue //