have Numbers fall back to Fonts (in perparation for removing the Numbers dir altogether)
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@@ -206,12 +206,12 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
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this->AddChild( &m_textSongOptions );
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m_textNumSongs.SetName( "NumSongs" );
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m_textNumSongs.LoadFromNumbers( THEME->GetPathN(m_sName,"num songs") );
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m_textNumSongs.LoadFromFont( THEME->GetPathN(m_sName,"num songs") );
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SET_XY( m_textNumSongs );
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this->AddChild( &m_textNumSongs );
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m_textTotalTime.SetName( "TotalTime" );
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m_textTotalTime.LoadFromNumbers( THEME->GetPathN(m_sName,"total time") );
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m_textTotalTime.LoadFromFont( THEME->GetPathN(m_sName,"total time") );
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SET_XY( m_textTotalTime );
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this->AddChild( &m_textTotalTime );
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@@ -290,7 +290,7 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
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this->AddChild( &m_sprHighScoreFrame[p] );
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m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
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m_textHighScore[p].LoadFromNumbers( THEME->GetPathN(m_sName,"score") );
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m_textHighScore[p].LoadFromFont( THEME->GetPathN(m_sName,"score") );
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m_textHighScore[p].SetShadowLength( 0 );
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m_textHighScore[p].SetDiffuse( PlayerToColor(p) );
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SET_XY( m_textHighScore[p] );
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