remove legacy code
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@@ -160,33 +160,6 @@ void ScreenGameplay::Init()
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FOREACH_PotentialCpuPlayer(p)
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FOREACH_PotentialCpuPlayer(p)
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GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
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GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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{
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// cache NoteSkin graphics
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/* XXX: is this still needed? We explicitly preload noteskins that can be
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* used as attacks (GameState::GetAllUsedNoteSkins). */
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CStringArray asNames;
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NOTESKIN->GetNoteSkinNames( asNames );
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for( unsigned i=0; i<asNames.size(); i++ )
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{
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CString sDir = NOTESKIN->GetNoteSkinDir( asNames[i] );
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CStringArray asGraphicPaths;
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GetDirListing( sDir+"*.png", asGraphicPaths, false, true );
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GetDirListing( sDir+"*.jpg", asGraphicPaths, false, true );
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GetDirListing( sDir+"*.gif", asGraphicPaths, false, true );
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GetDirListing( sDir+"*.bmp", asGraphicPaths, false, true );
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for( unsigned j=0; j<asGraphicPaths.size(); j++ )
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TEXTUREMAN->CacheTexture( asGraphicPaths[j] );
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}
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}
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break;
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}
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//
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//
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// fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue
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// fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue
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//
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//
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