move PlayerName texts out of code and into BGAnimations
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@@ -504,15 +504,6 @@ void ScreenGameplay::Init()
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SET_XY( m_textCourseSongNumber[p] );
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m_textCourseSongNumber[p].SetText( "" );
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m_textCourseSongNumber[p].SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
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if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
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{
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m_textPlayerName[p].LoadFromFont( THEME->GetPathF(m_sName,"player") );
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m_textPlayerName[p].SetName( ssprintf("PlayerNameP%i",p+1) );
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m_textPlayerName[p].SetText( GAMESTATE->GetPlayerDisplayName(p) );
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SET_XY( m_textPlayerName[p] );
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this->AddChild( &m_textPlayerName[p] );
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}
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}
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FOREACH_EnabledPlayer(p)
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@@ -2432,8 +2423,6 @@ void ScreenGameplay::TweenOnScreen()
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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ON_COMMAND( m_textCourseSongNumber[p] );
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if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
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ON_COMMAND( m_textPlayerName[p] );
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ON_COMMAND( m_textStepsDescription[p] );
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if( m_pPrimaryScoreDisplay[p] )
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ON_COMMAND( *m_pPrimaryScoreDisplay[p] );
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@@ -2474,8 +2463,6 @@ void ScreenGameplay::TweenOffScreen()
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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OFF_COMMAND( m_textCourseSongNumber[p] );
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if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
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OFF_COMMAND( m_textPlayerName[p] );
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OFF_COMMAND( m_textStepsDescription[p] );
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if( m_pPrimaryScoreDisplay[p] )
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OFF_COMMAND( *m_pPrimaryScoreDisplay[p] );
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