GetPathTo -> GetPath
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@@ -309,15 +309,13 @@ void ScreenGameplay::Init()
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m_SongFinished.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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this->AddChild( &m_SongFinished );
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bool bBattery = GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY;
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//
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// Add LifeFrame
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//
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CString sLifeFrameName;
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if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY )
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sLifeFrameName = m_sName+" oni life frame";
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else
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sLifeFrameName = m_sName+" life frame";
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m_sprLifeFrame.Load( THEME->GetPathToG(sLifeFrameName) );
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m_sprLifeFrame.Load( THEME->GetPathG(m_sName,bBattery?"oni life frame":"life frame") );
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m_sprLifeFrame.SetName( "LifeFrame" );
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SET_XY( m_sprLifeFrame );
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this->AddChild( &m_sprLifeFrame );
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@@ -325,12 +323,7 @@ void ScreenGameplay::Init()
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//
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// Add score frame
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//
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CString sScoreFrameName;
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if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY )
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sScoreFrameName = m_sName+" oni score frame";
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else
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sScoreFrameName = m_sName+" score frame";
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m_sprScoreFrame.Load( THEME->GetPathToG(sScoreFrameName) );
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m_sprScoreFrame.Load( THEME->GetPathG(m_sName,bBattery?"oni score frame":"score frame") );
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m_sprScoreFrame.SetName( "ScoreFrame" );
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SET_XY( m_sprScoreFrame );
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this->AddChild( &m_sprScoreFrame );
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