continue phasing out BASE_PATH and SLASH
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@@ -63,7 +63,7 @@ DancingCharacters::DancingCharacters()
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CString sCharacterDirectory = pChar->m_sCharDir;
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CString sCurrentAnim;
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sCurrentAnim = sCharacterDirectory + "2DIdle";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasIdleAnim[p] = m_bHas2DElements[p] = true;
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m_bgIdle[p].LoadFromAniDir( sCurrentAnim );
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@@ -71,7 +71,7 @@ DancingCharacters::DancingCharacters()
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}
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sCurrentAnim = sCharacterDirectory + "2DMiss";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasMissAnim[p] = m_bHas2DElements[p] = true;
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m_bgMiss[p].LoadFromAniDir( sCurrentAnim );
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@@ -79,7 +79,7 @@ DancingCharacters::DancingCharacters()
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}
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sCurrentAnim = sCharacterDirectory + "2DGood";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasGoodAnim[p] = m_bHas2DElements[p] = true;
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m_bgGood[p].LoadFromAniDir( sCurrentAnim );
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@@ -87,7 +87,7 @@ DancingCharacters::DancingCharacters()
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}
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sCurrentAnim = sCharacterDirectory + "2DGreat";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasGreatAnim[p] = m_bHas2DElements[p] = true;
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m_bgGreat[p].LoadFromAniDir( sCurrentAnim );
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@@ -95,7 +95,7 @@ DancingCharacters::DancingCharacters()
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}
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sCurrentAnim = sCharacterDirectory + "2DFever";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasFeverAnim[p] = m_bHas2DElements[p] = true;
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m_bgFever[p].LoadFromAniDir( sCurrentAnim );
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@@ -103,7 +103,7 @@ DancingCharacters::DancingCharacters()
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}
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sCurrentAnim = sCharacterDirectory + "2DFail";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasFailAnim[p] = m_bHas2DElements[p] = true;
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m_bgFail[p].LoadFromAniDir( sCurrentAnim );
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@@ -111,7 +111,7 @@ DancingCharacters::DancingCharacters()
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}
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sCurrentAnim = sCharacterDirectory + "2DWin";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasWinAnim[p] = m_bHas2DElements[p] = true;
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m_bgWin[p].LoadFromAniDir( sCurrentAnim );
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@@ -119,7 +119,7 @@ DancingCharacters::DancingCharacters()
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}
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sCurrentAnim = sCharacterDirectory + "2DWinFever";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasWinFeverAnim[p] = m_bHas2DElements[p] = true;
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m_bgWinFever[p].LoadFromAniDir( sCurrentAnim );
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