GetPathTo -> GetPath
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@@ -51,11 +51,11 @@ void Background::Init()
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return;
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m_bInitted = true;
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m_DangerAll.LoadFromAniDir( THEME->GetPathToB("ScreenGameplay danger all") );
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m_DangerAll.LoadFromAniDir( THEME->GetPathB("ScreenGameplay","danger all") );
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FOREACH_PlayerNumber( p )
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m_DangerPlayer[p].LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenGameplay danger p%d",p+1)) );
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m_DangerPlayer[p].LoadFromAniDir( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
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FOREACH_PlayerNumber( p )
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m_DeadPlayer[p].LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenGameplay dead p%d",p+1)) );
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m_DeadPlayer[p].LoadFromAniDir( THEME->GetPathB("ScreenGameplay",ssprintf("dead p%d",p+1)) );
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bool bOneOrMoreChars = false;
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bool bShowingBeginnerHelper = false;
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@@ -121,7 +121,8 @@ Actor *MakeVisualization( const CString &sVisPath )
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pFrame->DeleteChildrenWhenDone();
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const Song* pSong = GAMESTATE->m_pCurSong;
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CString sSongBGPath = pSong && pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background");
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CString sSongBGPath =
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(pSong && pSong->HasBackground()) ? pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background");
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sSongBGPath );
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@@ -402,7 +403,8 @@ void Background::LoadFromSong( const Song* pSong )
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bStaticBackgroundUsed = true;
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if( bStaticBackgroundUsed )
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{
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CString sSongBGPath = pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background");
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CString sSongBGPath =
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pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background");
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sSongBGPath );
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pSprite->StretchTo( FullScreenRectF );
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