move PlayerName texts out of code and into BGAnimations
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@@ -412,20 +412,6 @@ void ScreenOptions::InitMenu( InputMode im, OptionRowDefinition defs[], int iNum
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m_framePage.AddChild( &m_textExplanation[p] );
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}
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/* Hack: if m_CurStyle is set, we're probably in the player or song options menu, so
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* the player name is meaningful. Otherwise, we're probably in the system menu. */
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if( GAMESTATE->m_pCurStyle != NULL )
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{
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FOREACH_HumanPlayer( p )
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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_AND_ON_COMMAND( m_textPlayerName[p] );
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m_framePage.AddChild( &m_textPlayerName[p] );
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}
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}
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if( SHOW_SCROLL_BAR )
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{
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m_ScrollBar.SetName( "DualScrollBar", "ScrollBar" );
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