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@@ -205,111 +205,109 @@ void ScreenNameEntryTraditional::Init()
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//
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// init keyboards
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//
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FOREACH_HumanPlayer( p )
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{
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FOREACH_HumanPlayer( p )
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// don't show keyboard if didn't make any high scores
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if( !m_bStillEnteringName[p] )
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{
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// don't show keyboard if didn't make any high scores
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if( !m_bStillEnteringName[p] )
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{
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m_sprOutOfRanking[p].Load( THEME->GetPathG( m_sName,ssprintf("OutOfRankingP%i",p+1)) );
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m_sprOutOfRanking[p]->SetName( ssprintf("OutOfRankingP%i",p+1) );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_sprOutOfRanking[p] );
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this->AddChild( m_sprOutOfRanking[p] );
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m_sprOutOfRanking[p].Load( THEME->GetPathG( m_sName,ssprintf("OutOfRankingP%i",p+1)) );
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m_sprOutOfRanking[p]->SetName( ssprintf("OutOfRankingP%i",p+1) );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_sprOutOfRanking[p] );
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this->AddChild( m_sprOutOfRanking[p] );
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continue; // skip
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}
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m_sprNameFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("name frame p%i",p+1)) );
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m_sprNameFrame[p]->SetName( ssprintf("EntryFrameP%i",p+1) );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_sprNameFrame[p] );
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this->AddChild( m_sprNameFrame[p] );
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m_Keyboard[p].SetName( ssprintf("KeyboardP%i",p+1) );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_Keyboard[p] );
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this->AddChild( &m_Keyboard[p] );
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/* Add letters to m_Keyboard. */
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const RString sFontPath = THEME->GetPathF(m_sName,"letters");
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const wstring sChars = RStringToWstring(KEYBOARD_LETTERS);
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BitmapText *pLetterTemplate = new BitmapText;
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pLetterTemplate->SetName( "Letter" );
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pLetterTemplate->LoadFromFont( sFontPath );
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ActorUtil::LoadAllCommands( *pLetterTemplate, m_sName );
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pLetterTemplate->PlayCommand( "AlphabetInit" );
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for( unsigned ch = 0; ch < sChars.size(); ++ch )
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{
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BitmapText *pLetter = new BitmapText( *pLetterTemplate );
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pLetter->SetText( ssprintf("%lc", sChars[ch]) );
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m_textAlphabet[p].push_back( pLetter );
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m_Keyboard[p].AddChild( pLetter );
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m_AlphabetLetter[p].push_back( sChars[ch] );
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}
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delete pLetterTemplate;
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/* Add "<-". */
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{
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BitmapText *pLetter = new BitmapText;
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pLetter->SetName( ssprintf("LetterP%i",p+1) );
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ActorUtil::LoadAllCommands( *pLetter, m_sName );
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pLetter->LoadFromFont( sFontPath );
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RString sText = "←";
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FontCharAliases::ReplaceMarkers( sText );
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pLetter->SetText( sText );
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pLetter->PlayCommand( "OKInit" );
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m_textAlphabet[p].push_back( pLetter );
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m_Keyboard[p].AddChild( pLetter );
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m_AlphabetLetter[p].push_back( CHAR_BACK );
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}
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/* Add "OK". */
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{
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BitmapText *pLetter = new BitmapText;
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pLetter->SetName( ssprintf("LetterP%i",p+1) );
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ActorUtil::LoadAllCommands( *pLetter, m_sName );
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pLetter->LoadFromFont( sFontPath );
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RString sText = "&ok;";
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FontCharAliases::ReplaceMarkers( sText );
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pLetter->SetText( sText );
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pLetter->PlayCommand( "OKInit" );
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m_textAlphabet[p].push_back( pLetter );
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m_Keyboard[p].AddChild( pLetter );
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m_AlphabetLetter[p].push_back( CHAR_OK );
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}
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m_sprCursor[p].SetName( ssprintf("CursorP%i",p+1) );
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m_sprCursor[p].Load( THEME->GetPathG(m_sName,ssprintf("cursor p%i",p+1)) );
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m_Keyboard[p].AddChild( &m_sprCursor[p] );
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m_textSelection[p].SetName( ssprintf("SelectionP%i",p+1) );
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m_textSelection[p].LoadFromFont( THEME->GetPathF(m_sName,"entry") );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textSelection[p] );
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this->AddChild( &m_textSelection[p] );
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m_SelectedChar[p] = 0;
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PositionCharsAndCursor( p );
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// load last used ranking name if any
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const Profile* pProfile = PROFILEMAN->GetProfile(p);
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if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
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{
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m_sSelection[p] = RStringToWstring( pProfile->m_sLastUsedHighScoreName );
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if( (int) m_sSelection[p].size() > MAX_RANKING_NAME_LENGTH )
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m_sSelection[p].erase( MAX_RANKING_NAME_LENGTH );
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ASSERT( (int) m_sSelection[p].size() <= MAX_RANKING_NAME_LENGTH );
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if( m_sSelection[p].size() )
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SelectChar( p, CHAR_OK, false );
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}
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UpdateSelectionText( p );
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/* Don't tween to the initial position. */
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for( unsigned i = 0; i < m_textAlphabet[p].size(); ++i )
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m_textAlphabet[p][i]->FinishTweening();
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continue; // skip
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}
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m_sprNameFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("name frame p%i",p+1)) );
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m_sprNameFrame[p]->SetName( ssprintf("EntryFrameP%i",p+1) );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_sprNameFrame[p] );
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this->AddChild( m_sprNameFrame[p] );
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m_Keyboard[p].SetName( ssprintf("KeyboardP%i",p+1) );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_Keyboard[p] );
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this->AddChild( &m_Keyboard[p] );
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/* Add letters to m_Keyboard. */
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const RString sFontPath = THEME->GetPathF(m_sName,"letters");
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const wstring sChars = RStringToWstring(KEYBOARD_LETTERS);
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BitmapText *pLetterTemplate = new BitmapText;
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pLetterTemplate->SetName( "Letter" );
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pLetterTemplate->LoadFromFont( sFontPath );
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ActorUtil::LoadAllCommands( *pLetterTemplate, m_sName );
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pLetterTemplate->PlayCommand( "AlphabetInit" );
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for( unsigned ch = 0; ch < sChars.size(); ++ch )
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{
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BitmapText *pLetter = new BitmapText( *pLetterTemplate );
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pLetter->SetText( ssprintf("%lc", sChars[ch]) );
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m_textAlphabet[p].push_back( pLetter );
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m_Keyboard[p].AddChild( pLetter );
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m_AlphabetLetter[p].push_back( sChars[ch] );
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}
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delete pLetterTemplate;
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/* Add "<-". */
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{
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BitmapText *pLetter = new BitmapText;
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pLetter->SetName( ssprintf("LetterP%i",p+1) );
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ActorUtil::LoadAllCommands( *pLetter, m_sName );
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pLetter->LoadFromFont( sFontPath );
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RString sText = "←";
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FontCharAliases::ReplaceMarkers( sText );
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pLetter->SetText( sText );
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pLetter->PlayCommand( "OKInit" );
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m_textAlphabet[p].push_back( pLetter );
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m_Keyboard[p].AddChild( pLetter );
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m_AlphabetLetter[p].push_back( CHAR_BACK );
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}
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/* Add "OK". */
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{
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BitmapText *pLetter = new BitmapText;
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pLetter->SetName( ssprintf("LetterP%i",p+1) );
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ActorUtil::LoadAllCommands( *pLetter, m_sName );
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pLetter->LoadFromFont( sFontPath );
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RString sText = "&ok;";
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FontCharAliases::ReplaceMarkers( sText );
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pLetter->SetText( sText );
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pLetter->PlayCommand( "OKInit" );
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m_textAlphabet[p].push_back( pLetter );
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m_Keyboard[p].AddChild( pLetter );
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m_AlphabetLetter[p].push_back( CHAR_OK );
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}
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m_sprCursor[p].SetName( ssprintf("CursorP%i",p+1) );
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m_sprCursor[p].Load( THEME->GetPathG(m_sName,ssprintf("cursor p%i",p+1)) );
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m_Keyboard[p].AddChild( &m_sprCursor[p] );
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m_textSelection[p].SetName( ssprintf("SelectionP%i",p+1) );
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m_textSelection[p].LoadFromFont( THEME->GetPathF(m_sName,"entry") );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textSelection[p] );
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this->AddChild( &m_textSelection[p] );
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m_SelectedChar[p] = 0;
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PositionCharsAndCursor( p );
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// load last used ranking name if any
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const Profile* pProfile = PROFILEMAN->GetProfile(p);
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if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
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{
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m_sSelection[p] = RStringToWstring( pProfile->m_sLastUsedHighScoreName );
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if( (int) m_sSelection[p].size() > MAX_RANKING_NAME_LENGTH )
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m_sSelection[p].erase( MAX_RANKING_NAME_LENGTH );
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ASSERT( (int) m_sSelection[p].size() <= MAX_RANKING_NAME_LENGTH );
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if( m_sSelection[p].size() )
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SelectChar( p, CHAR_OK, false );
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}
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UpdateSelectionText( p );
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/* Don't tween to the initial position. */
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for( unsigned i = 0; i < m_textAlphabet[p].size(); ++i )
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m_textAlphabet[p][i]->FinishTweening();
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}
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//
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