make ScreenGameplay use a background, but blank it
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@@ -4634,6 +4634,12 @@ LifeP2OnCommand=hidden,1
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ScoreP1OnCommand=hidden,1
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ScoreP1OnCommand=hidden,1
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ScoreP2OnCommand=hidden,1
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ScoreP2OnCommand=hidden,1
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StageOnCommand=hidden,1
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StageOnCommand=hidden,1
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ScoreFrameOnCommand=hidden,1
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LifeFrameOnCommand=hidden,1
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DifficultyP1OnCommand=hidden,1
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DifficultyP1ReverseOnCommand=hidden,1
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DifficultyP2OnCommand=hidden,1
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DifficultyP2ReverseOnCommand=hidden,1
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[PlayerScoreItem Percent]
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[PlayerScoreItem Percent]
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Fallback=ScoreDisplayPercentage Percent
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Fallback=ScoreDisplayPercentage Percent
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@@ -54,7 +54,6 @@ public:
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void ClearMessageQueue();
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void ClearMessageQueue();
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void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
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void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
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virtual bool UsesBackground() const { return true; } // override and set false if this screen shouldn't load a background
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virtual ScreenType GetScreenType() const { return ALLOW_OPERATOR_MENU_BUTTON ? game_menu : system_menu; }
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virtual ScreenType GetScreenType() const { return ALLOW_OPERATOR_MENU_BUTTON ? game_menu : system_menu; }
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bool AllowOperatorMenuButton() const { return ALLOW_OPERATOR_MENU_BUTTON; }
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bool AllowOperatorMenuButton() const { return ALLOW_OPERATOR_MENU_BUTTON; }
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@@ -108,7 +108,6 @@ public:
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void Cancel( ScreenMessage smSendWhenDone );
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virtual void Cancel( ScreenMessage smSendWhenDone );
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virtual bool UsesBackground() const { return false; }
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virtual ScreenType GetScreenType() const { return gameplay; }
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virtual ScreenType GetScreenType() const { return gameplay; }
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//
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//
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@@ -526,9 +526,7 @@ void ScreenManager::PrepareScreen( const RString &sScreenName )
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/* Don't delete previously prepared versions of the screen's background,
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/* Don't delete previously prepared versions of the screen's background,
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* and only prepare it if it's different than the current background
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* and only prepare it if it's different than the current background
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* and not already loaded. */
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* and not already loaded. */
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RString sNewBGA;
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RString sNewBGA = THEME->GetPathB(sScreenName,"background");
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if( pNewScreen->UsesBackground() )
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sNewBGA = THEME->GetPathB(sScreenName,"background");
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if( !sNewBGA.empty() && sNewBGA != g_pSharedBGA->GetName() )
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if( !sNewBGA.empty() && sNewBGA != g_pSharedBGA->GetName() )
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{
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{
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@@ -633,9 +631,7 @@ Screen *ScreenManager::ActivatePreparedScreenAndBackground( const RString &sScre
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ASSERT_M( m_sDelayedScreen.empty(), m_sDelayedScreen );
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ASSERT_M( m_sDelayedScreen.empty(), m_sDelayedScreen );
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// Find the prepared shared background (if any), and activate it.
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// Find the prepared shared background (if any), and activate it.
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RString sNewBGA;
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RString sNewBGA = THEME->GetPathB(sScreenName,"background");
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if( ls.m_pScreen->UsesBackground() )
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sNewBGA = THEME->GetPathB(sScreenName,"background");
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if( sNewBGA != g_pSharedBGA->GetName() )
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if( sNewBGA != g_pSharedBGA->GetName() )
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{
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{
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Actor *pNewBGA = NULL;
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Actor *pNewBGA = NULL;
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