remove unnecessary CacheAllUsedNoteSkins calls; this is all done in NoteField::Init now
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@@ -32,7 +32,6 @@ public:
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int m_iBeginMarker, m_iEndMarker; // only used with MODE_EDIT
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void FadeToFail();
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void CacheAllUsedNoteSkins();
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void CacheNoteSkin( CString skin );
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void Step( int iCol, TapNoteScore score );
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@@ -43,6 +42,8 @@ public:
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void RefreshBeatToNoteSkin();
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protected:
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void CacheAllUsedNoteSkins();
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void DrawBeatBar( const float fBeat );
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void DrawMarkerBar( int fBeat );
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void DrawAreaHighlight( int iStartBeat, int iEndBeat );
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@@ -1394,11 +1394,6 @@ float Player::GetMaxStepDistanceSeconds()
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return GAMESTATE->m_SongOptions.m_fMusicRate * ADJUSTED_WINDOW(Boo);
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}
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void Player::CacheAllUsedNoteSkins()
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{
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m_pNoteField->CacheAllUsedNoteSkins();
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}
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void Player::FadeToFail()
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{
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if( m_pNoteField )
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@@ -55,8 +55,6 @@ public:
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static float GetMaxStepDistanceSeconds();
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void CacheAllUsedNoteSkins();
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NoteData m_NoteData;
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protected:
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@@ -695,7 +695,7 @@ void ScreenGameplay::Init()
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}
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}
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FOREACH_PlayerNumber(pn)
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FOREACH_EnabledPlayer(pn)
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m_Player[pn].Init(
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PLAYER_TYPE,
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GAMESTATE->m_pPlayerState[pn],
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@@ -867,9 +867,6 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
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// we'll do it on the first update and skip.
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m_Player[p].ApplyWaitingTransforms();
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/* Now that course options are applied, load any needed note skins and unload old ones. */
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m_Player[p].CacheAllUsedNoteSkins();
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/* Update attack bOn flags. */
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GAMESTATE->Update(0);
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GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( p );
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