Yet more theme cleanup. This should be the job of the artists!
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@@ -63,7 +63,7 @@ Background::Background()
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m_BackgroundMode = MODE_STATIC_BG;
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m_BGADanger.LoadFromAniDir( THEME->GetPathTo("BGAnimations","danger") );
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m_BGADanger.LoadFromAniDir( THEME->GetPathTo("BGAnimations","gameplay danger") );
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m_quadBGBrightness.StretchTo( RECT_BACKGROUND );
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m_quadBGBrightness.SetDiffuse( D3DXCOLOR(0,0,0,1-PREFSMAN->m_fBGBrightness) );
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@@ -112,7 +112,7 @@ void RageBitmapTexture::Create(
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/////////////////////
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// Figure out whether the texture can fit into texture memory unscaled
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// Get info about the bitmap
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/////////////////////
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D3DXIMAGE_INFO ddii;
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if( FAILED( hr = D3DXGetImageInfoFromFile(m_sFilePath,&ddii) ) )
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@@ -81,11 +81,16 @@ bool Sprite::LoadFromSpriteFile( CString sSpritePath, bool bForceReload, int iMi
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CString sTextureFile;
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ini.GetValue( "Sprite", "Texture", sTextureFile );
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if( sTextureFile == "" )
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if( sTextureFile == "" )
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throw RageException( "Error reading value 'Texture' from %s.", m_sSpritePath );
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CString sTexturePath = sFontDir + sTextureFile; // save the path of the new texture
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if( !DoesFileExist(sTexturePath) )
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throw RageException( "The sprite file '%s' points to a texture '%s' which doesn't exist.", m_sSpritePath, sTexturePath );
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// Load the texture
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if( !LoadTexture( sTexturePath ) )
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return FALSE;
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