make BitmapText accept Font property
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@@ -83,6 +83,7 @@ Actor* ActorUtil::LoadFromActorFile( const CString& sAniDir, const XNode* pNode
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else if( sFile.CompareNoCase("coursebanner") == 0 )
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sType = "CourseBanner";
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if( sType == "BGAnimation" )
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{
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BGAnimation *p = new BGAnimation;
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@@ -122,16 +123,19 @@ Actor* ActorUtil::LoadFromActorFile( const CString& sAniDir, const XNode* pNode
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ThemeManager::EvaluateString( sText );
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ThemeManager::EvaluateString( sAlttext );
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CString sFont = sFile; // accept "File" for backward compatibility
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pNode->GetAttrValue("Font", sFont );
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BitmapText* pBitmapText = new BitmapText;
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/* Be careful: if sFile is "", and we don't check it, then we can end up recursively
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* loading the BGAnimationLayer that we're in. */
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if( sFile == "" )
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RageException::Throw( "A BitmapText in '%s' is missing the File attribute",
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if( sFont == "" )
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RageException::Throw( "A BitmapText in '%s' is missing the Font attribute",
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sAniDir.c_str() );
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pBitmapText->LoadFromFont( THEME->GetPathToF( sFile ) );
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pBitmapText->LoadFromFont( THEME->GetPathToF( sFont ) );
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pBitmapText->SetText( sText, sAlttext );
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pActor = pBitmapText;
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}
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