have ComboGraph obey screen fallback logic
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@@ -451,7 +451,7 @@ void ScreenEvaluation::Init()
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FOREACH_EnabledPlayer( p )
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{
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m_Combo[p].SetName( m_sName, ssprintf("ComboP%i",p+1) );
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m_Combo[p].Load( ssprintf(m_sName+" combo p%i", p+1), stageStats, p );
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m_Combo[p].Load( m_sName, ssprintf("combo p%i",p+1), stageStats, p );
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SET_XY_AND_ON_COMMAND( m_Combo[p] );
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this->AddChild( &m_Combo[p] );
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