Optimize color markdown stuff properly by creating lists and preloading things
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				@ -354,8 +354,29 @@ private:
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  int realization_state = 0;
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  int screenshake_state = 0;
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  int text_color = 0;
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  static const int max_colors = 12; //How many unique user colors are possible
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  QVector<int> color_row_to_number; //Current color list indexes to real color references
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  //How many unique user colors are possible
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  static const int max_colors = 12;
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  //Text Color-related optimization:
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  //Current color list indexes to real color references
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  QVector<int> color_row_to_number;
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  //List of associated RGB colors for this color index
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  QVector<QColor> color_rgb_list;
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  //List of markdown start characters, their index is tied to the color index
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  QStringList color_markdown_start_list;
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  //List of markdown end characters, their index is tied to the color index
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  QStringList color_markdown_end_list;
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  //Whether or not we're supposed to remove this char during parsing
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  QVector<bool> color_markdown_remove_list;
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  //Whether or not this color allows us to play the talking animation
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  QVector<bool> color_markdown_talking_list;
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  //Text Color-related optimization END
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  bool is_presenting_evidence = false;
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@ -1014,7 +1014,6 @@ void Courtroom::set_side(QString p_side)
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  else
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    current_side = p_side;
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  qDebug() << current_side;
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  for (int i = 0; i < ui_pos_dropdown->count(); ++i)
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  {
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    QString pos = ui_pos_dropdown->itemText(i);
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@ -2050,6 +2049,22 @@ void Courtroom::handle_chatmessage_3()
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  }
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  //If this color is talking
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  bool color_is_talking = ao_app->get_chat_markdown("c" + m_chatmessage[TEXT_COLOR] + "_talking", m_chatmessage[CHAR_NAME]) == "1";
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  if (color_is_talking && text_state == 1 && anim_state < 2) //Set it to talking as we're not on that already
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  {
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    ui_vp_player_char->stop();
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    ui_vp_player_char->play_talking(m_chatmessage[CHAR_NAME], m_chatmessage[EMOTE]);
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    anim_state = 2;
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  }
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  else if (anim_state < 3) //Set it to idle as we're not on that already
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  {
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    ui_vp_player_char->stop();
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    ui_vp_player_char->play_idle(m_chatmessage[CHAR_NAME], m_chatmessage[EMOTE]);
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    anim_state = 3;
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  }
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  QString f_message = m_chatmessage[MESSAGE];
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  QStringList call_words = ao_app->get_call_words();
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@ -2080,8 +2095,7 @@ QString Courtroom::filter_ic_text(QString p_text, bool colorize, int pos, int de
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  if (colorize)
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  {
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    ic_color_stack.push(default_color);
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    qDebug() << ic_color_stack.top();
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    QString appendage = "<font color=\""+ ao_app->get_chat_color(QString::number(ic_color_stack.top()), m_chatmessage[CHAR_NAME]).name(QColor::HexRgb) +"\">";
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    QString appendage = "<font color=\""+ color_rgb_list.at(default_color).name(QColor::HexRgb) +"\">";
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    p_text.insert(check_pos, appendage);
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    check_pos += appendage.size();
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    if (pos > -1)
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@ -2116,11 +2130,13 @@ QString Courtroom::filter_ic_text(QString p_text, bool colorize, int pos, int de
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      //Parse markdown colors
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      for (int c = 0; c < max_colors; ++c)
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      {
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        QString markdown_start = ao_app->get_chat_markdown("c" + QString::number(c) + "_start", m_chatmessage[CHAR_NAME]);
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        //Clear the stored optimization information
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        QString markdown_start = color_markdown_start_list.at(c);
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        QString markdown_end = color_markdown_end_list.at(c);
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        bool markdown_remove = color_markdown_remove_list.at(c);
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//        bool is_talking = color_markdown_talking_list.at(c);
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        if (markdown_start.isEmpty()) //Not defined
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          continue;
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        QString markdown_end = ao_app->get_chat_markdown("c" + QString::number(c) + "_end", m_chatmessage[CHAR_NAME]);
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        bool markdown_remove = ao_app->get_chat_markdown("c" + QString::number(c) + "_remove", m_chatmessage[CHAR_NAME]) == "1";
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        if (markdown_end.isEmpty() || markdown_end == markdown_start) //"toggle switch" type
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        {
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@ -2167,7 +2183,7 @@ QString Courtroom::filter_ic_text(QString p_text, bool colorize, int pos, int de
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          QString appendage = "</font>";
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          if (!ic_color_stack.empty())
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            appendage += "<font color=\""+ ao_app->get_chat_color(QString::number(ic_color_stack.top()), m_chatmessage[CHAR_NAME]).name(QColor::HexRgb) +"\">";
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            appendage += "<font color=\""+ color_rgb_list.at(ic_color_stack.top()).name(QColor::HexRgb) +"\">";
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          if (!is_end || remove)
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          {
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@ -2317,7 +2333,6 @@ void Courtroom::append_ic_text(QString p_text, QString p_name, bool is_songchang
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          ui_ic_chatlog->textCursor().select(QTextCursor::BlockUnderCursor);
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          ui_ic_chatlog->textCursor().removeSelectedText();
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          ui_ic_chatlog->textCursor().deletePreviousChar();
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          //qDebug() << ui_ic_chatlog->document()->blockCount() << " < " << log_maximum_blocks;
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      }
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      if (old_cursor.hasSelection() || !is_scrolled_up)
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@ -2395,7 +2410,6 @@ void Courtroom::start_chat_ticking()
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  if (m_chatmessage[EFFECTS] != "")
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  {
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    QStringList fx_list = m_chatmessage[EFFECTS].split("|");
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//    qDebug() << m_chatmessage[EFFECTS] << fx_list;
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    QString fx = fx_list[0];
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    QString fx_sound;
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    if (fx_list.length() > 1)
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@ -2443,22 +2457,6 @@ void Courtroom::start_chat_ticking()
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  //means text is currently ticking
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  text_state = 1;
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  //If this color is talking
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  bool color_is_talking = ao_app->get_chat_markdown("c" + m_chatmessage[TEXT_COLOR] + "_talking", m_chatmessage[CHAR_NAME]) == "1";
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  if (color_is_talking && text_state == 1 && anim_state < 2) //Set it to talking as we're not on that already
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  {
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//    ui_vp_player_char->stop();
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    ui_vp_player_char->play_talking(m_chatmessage[CHAR_NAME], m_chatmessage[EMOTE]);
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    anim_state = 2;
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  }
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  else if (anim_state < 3) //Set it to idle as we're not on that already
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  {
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//    ui_vp_player_char->stop();
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    ui_vp_player_char->play_idle(m_chatmessage[CHAR_NAME], m_chatmessage[EMOTE]);
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    anim_state = 3;
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  }
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}
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void Courtroom::chat_tick()
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@ -2473,7 +2471,7 @@ void Courtroom::chat_tick()
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  // Stops blips from playing when we have a formatting option.
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  bool formatting_char = false;
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  bool is_talking = ao_app->get_chat_markdown("c" + m_chatmessage[TEXT_COLOR] + "_talking", m_chatmessage[CHAR_NAME]) == "1";
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  bool is_talking = color_markdown_talking_list.at(m_chatmessage[TEXT_COLOR].toInt());
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  if (tick_pos >= f_message.size())
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  {
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@ -2487,8 +2485,8 @@ void Courtroom::chat_tick()
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    QString f_custom_theme = ao_app->get_char_shouts(f_char);
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    ui_vp_chat_arrow->play("chat_arrow", f_char, f_custom_theme); //Chat stopped being processed, indicate that.
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    additive_previous = additive_previous + filter_ic_text(f_message, true, -1, m_chatmessage[TEXT_COLOR].toInt());
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    return;
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  }
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  else
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  {
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    QString f_rest = f_message;
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@ -2547,12 +2545,14 @@ void Courtroom::chat_tick()
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        //Parse markdown colors
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        for (int c = 0; c < max_colors; ++c)
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        {
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          QString markdown_start = ao_app->get_chat_markdown("c" + QString::number(c) + "_start", m_chatmessage[CHAR_NAME]);
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          //Clear the stored optimization information
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//          color_rgb_list.at(c);
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          QString markdown_start = color_markdown_start_list.at(c);
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          QString markdown_end = color_markdown_end_list.at(c);
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          bool markdown_remove = color_markdown_remove_list.at(c);
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          bool color_is_talking = color_markdown_talking_list.at(c);
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          if (markdown_start.isEmpty())
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            continue;
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          QString markdown_end = ao_app->get_chat_markdown("c" + QString::number(c) + "_end", m_chatmessage[CHAR_NAME]);
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          bool markdown_remove = ao_app->get_chat_markdown("c" + QString::number(c) + "_remove", m_chatmessage[CHAR_NAME]) == "1";
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          bool color_is_talking = ao_app->get_chat_markdown("c" + QString::number(c) + "_talking", m_chatmessage[CHAR_NAME]) == "1";
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          if (markdown_remove && (f_character == markdown_start || f_character == markdown_end))
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          {
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@ -2606,13 +2606,13 @@ void Courtroom::chat_tick()
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      //If this color is talking
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      if (is_talking && text_state == 1 && anim_state < 2) //Set it to talking as we're not on that already
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      {
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//        ui_vp_player_char->stop();
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        ui_vp_player_char->stop();
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        ui_vp_player_char->play_talking(m_chatmessage[CHAR_NAME], m_chatmessage[EMOTE]);
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        anim_state = 2;
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      }
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      else if (anim_state < 3) //Set it to idle as we're not on that already
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      {
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//        ui_vp_player_char->stop();
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        ui_vp_player_char->stop();
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        ui_vp_player_char->play_idle(m_chatmessage[CHAR_NAME], m_chatmessage[EMOTE]);
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        anim_state = 3;
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      }
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@ -3810,22 +3810,33 @@ void Courtroom::on_prosecution_plus_clicked()
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void Courtroom::set_text_color_dropdown()
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{
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  //Clear the lists
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  ui_text_color->clear();
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  color_row_to_number.clear();
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  //Set the default color 0
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  QString c0_name = ao_app->get_chat_markdown("c0_name", current_char);
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  if (c0_name.isEmpty())
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    c0_name = tr("Default");
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  ui_text_color->addItem(c0_name);
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  color_row_to_number.append(0);
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  //Clear the stored optimization information
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  color_rgb_list.clear();
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  color_markdown_start_list.clear();
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  color_markdown_end_list.clear();
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  color_markdown_remove_list.clear();
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  color_markdown_talking_list.clear();
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  //Set the rest of the colors
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  for (int c = 1; c < max_colors; ++c)
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  //Update markdown colors. TODO: make a loading function that only loads the config file once instead of several times
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  for (int c = 0; c < max_colors; ++c)
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  {
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    color_rgb_list.append(ao_app->get_chat_color(QString::number(c), current_char));
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    color_markdown_start_list.append(ao_app->get_chat_markdown("c" + QString::number(c) + "_start", current_char));
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    color_markdown_end_list.append(ao_app->get_chat_markdown("c" + QString::number(c) + "_end", current_char));
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    color_markdown_remove_list.append(ao_app->get_chat_markdown("c" + QString::number(c) + "_remove", current_char) == "1");
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    color_markdown_talking_list.append(ao_app->get_chat_markdown("c" + QString::number(c) + "_talking", current_char) == "1");
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    QString color_name = ao_app->get_chat_markdown("c" + QString::number(c) + "_name", current_char);
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    if (color_name.isEmpty()) //Not defined
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      continue;
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    {
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      if (c > 0)
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        continue;
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      color_name = tr("Default");
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    }
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    ui_text_color->addItem(color_name);
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    color_row_to_number.append(c);
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  }
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