Reverted BitmapText::LoadFromNode back to previous logic.
BitmapText now looks up font names in Fonts/ if the path doesn't resolve, so LoadFont is obsolete. Added optional arg to ActorUtil::ResolvePath and GetAttrPath to make them not report an error when something is optional.
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@@ -3,12 +3,12 @@ return Def.ActorFrame {
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-- InitCommand=cmd(LoadGameController,
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--};
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Def.DeviceList {
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Font="Common normal";
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Font="Common Normal",
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InitCommand=cmd(x,SCREEN_LEFT+20;y,SCREEN_TOP+80;zoom,0.8;halign,0);
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};
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Def.InputList {
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Font="Common normal";
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Font="Common Normal",
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InitCommand=cmd(x,SCREEN_CENTER_X-250;y,SCREEN_CENTER_Y;zoom,1;halign,0;vertspacing,8);
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};
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};
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