Fix: Don't let BitmapText spill outside it's wrap area. Is this a good way to do it? anyone have a better idea?
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@@ -79,7 +79,7 @@ void ScreenNetSelectBase::Init()
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vector <wstring> wLines;
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m_textOutHidden.GetLines( wLines );
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m_actualText = "";
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for (unsigned i = max(int(wLines.size()) - SHOW_CHAT_LINES, 0 ) ; i < wLines.size() ; ++i)
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for (unsigned i = max(int(wLines.size()) - SHOW_CHAT_LINES + 1, 0 ) ; i < wLines.size() ; ++i)
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m_actualText += WStringToCString( wLines[i] )+'\n';
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m_textChatOutput.SetText( m_actualText );
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@@ -201,7 +201,7 @@ void ScreenNetSelectBase::HandleScreenMessage( const ScreenMessage SM )
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vector <wstring> wLines;
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m_textOutHidden.GetLines( wLines );
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m_actualText = "";
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for (unsigned i = max(int(wLines.size()) - SHOW_CHAT_LINES, 0 ) ; i < wLines.size() ; ++i)
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for (unsigned i = max(int(wLines.size()) - SHOW_CHAT_LINES + 1, 0 ) ; i < wLines.size() ; ++i)
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m_actualText += WStringToCString( wLines[i] )+'\n';
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m_textChatOutput.SetText( m_actualText );
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}
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