remove texts. If you want to do this, do it in the overlay or underlay layers.
Text=@GAMESTATE:GetCurrentSong():GetDisplayFullTitle()
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@@ -73,28 +73,6 @@ void ScreenStage::Init()
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this->AddChild( &m_sprCharacterIcon[p] );
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this->AddChild( &m_sprCharacterIcon[p] );
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}
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}
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m_SongTitle.SetName( "SongTitle");
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m_Artist.SetName( "Artist" );
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m_SongTitle.LoadFromFont( THEME->GetPathF(m_sName,"Title") );
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m_Artist.LoadFromFont( THEME->GetPathF(m_sName,"Artist") );
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this->AddChild( &m_SongTitle );
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this->AddChild( &m_Artist );
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if(GAMESTATE->m_pCurSong != NULL)
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{
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m_SongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
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m_Artist.SetText( GAMESTATE->m_pCurSong->m_sArtist );
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}
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else
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{
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m_SongTitle.SetText( "" );
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m_Artist.SetText( "" );
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}
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SET_XY_AND_ON_COMMAND( m_Artist );
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SET_XY_AND_ON_COMMAND( m_SongTitle );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+StageToString(GAMESTATE->GetCurrentStage())) );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+StageToString(GAMESTATE->GetCurrentStage())) );
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this->SortByDrawOrder();
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this->SortByDrawOrder();
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@@ -117,8 +95,6 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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m_Out.StartTransitioning();
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m_Out.StartTransitioning();
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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OFF_COMMAND( m_sprCharacterIcon[p] );
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OFF_COMMAND( m_sprCharacterIcon[p] );
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OFF_COMMAND( m_SongTitle );
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OFF_COMMAND( m_Artist );
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this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
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this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
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}
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}
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else if( SM == SM_GoToNextScreen )
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else if( SM == SM_GoToNextScreen )
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@@ -26,8 +26,6 @@ private:
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Transition m_In, m_Out, m_Cancel;
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Transition m_In, m_Out, m_Cancel;
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AutoActor m_Overlay; // overlays all elements except bitmaptexts
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AutoActor m_Overlay; // overlays all elements except bitmaptexts
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BitmapText m_SongTitle;
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BitmapText m_Artist;
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// elements that cannot be created with BGAnimation
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// elements that cannot be created with BGAnimation
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Sprite m_sprCharacterIcon[NUM_PLAYERS];
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Sprite m_sprCharacterIcon[NUM_PLAYERS];
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