Remove "note skin for beat range", "beat range revision" stuff.
We still load all note skins for a course in advance, and note skins are still sent through the weird "attack queue" stuff.
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@@ -196,7 +196,6 @@ void GameState::Reset()
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m_bJukeboxUsesModifiers = false;
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m_iCurrentStageIndex = 0;
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m_bGameplayLeadIn.Set( false );
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m_BeatToNoteSkinRev = 0;
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m_iNumStagesOfThisSong = 0;
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NOTESKIN->RefreshNoteSkinData( this->m_pCurGame );
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@@ -1095,21 +1094,6 @@ bool GameState::IsDisqualified( PlayerNumber pn )
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}
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}
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void GameState::ResetNoteSkins()
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{
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FOREACH_PlayerNumber( pn )
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ResetNoteSkinsForPlayer( m_pPlayerState[pn] );
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++m_BeatToNoteSkinRev;
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}
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void GameState::ResetNoteSkinsForPlayer( PlayerState *ps )
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{
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ps->ResetNoteSkins();
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++m_BeatToNoteSkinRev;
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}
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void GameState::GetAllUsedNoteSkins( vector<CString> &out ) const
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{
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FOREACH_EnabledPlayer( pn )
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@@ -1151,24 +1135,6 @@ void GameState::GetUndisplayedBeats( const PlayerState* pPlayerState, float Tota
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}
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void GameState::SetNoteSkinForBeatRange( PlayerState* pPlayerState, const CString& sNoteSkin, float StartBeat, float EndBeat )
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{
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map<float,CString> &BeatToNoteSkin = pPlayerState->m_BeatToNoteSkin;
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/* Erase any other note skin settings in this range. */
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map<float,CString>::iterator begin = BeatToNoteSkin.lower_bound( StartBeat );
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map<float,CString>::iterator end = BeatToNoteSkin.upper_bound( EndBeat );
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BeatToNoteSkin.erase( begin, end );
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/* Add the skin to m_BeatToNoteSkin. */
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BeatToNoteSkin[StartBeat] = sNoteSkin;
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/* Return to the default note skin after the duration. */
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BeatToNoteSkin[EndBeat] = pPlayerState->m_StagePlayerOptions.m_sNoteSkin;
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++m_BeatToNoteSkinRev;
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}
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/* This is called to launch an attack, or to queue an attack if a.fStartSecond
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* is set. This is also called by GameState::Update when activating a queued attack. */
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void GameState::LaunchAttack( MultiPlayer target, const Attack& a )
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