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@@ -28,12 +28,6 @@
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//
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//
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// Defines specific to ScreenNameEntryTraditional
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// Defines specific to ScreenNameEntryTraditional
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//
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//
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#define FOV THEME->GetMetricF(m_sName,"FOV")
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#define ALPHABET_GAP_X THEME->GetMetricF(m_sName,"AlphabetGapX")
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#define NUM_ALPHABET_DISPLAYED THEME->GetMetricI(m_sName,"NumAlphabetDisplayed")
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#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength")
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#define FEAT_INTERVAL THEME->GetMetricF(m_sName,"FeatInterval")
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#define KEYBOARD_LETTERS THEME->GetMetric (m_sName,"KeyboardLetters")
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#define NEXT_SCREEN THEME->GetMetric(m_sName,"NextScreen")
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#define NEXT_SCREEN THEME->GetMetric(m_sName,"NextScreen")
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#define COMMAND_OPTIONAL( actor, command_name ) \
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#define COMMAND_OPTIONAL( actor, command_name ) \
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@@ -173,6 +167,12 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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}
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}
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FOV.Load( m_sName, "FOV" );
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ALPHABET_GAP_X.Load( m_sName, "AlphabetGapX" );
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NUM_ALPHABET_DISPLAYED.Load( m_sName, "NumAlphabetDisplayed" );
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MAX_RANKING_NAME_LENGTH.Load( m_sName, "MaxRankingNameLength" );
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FEAT_INTERVAL.Load( m_sName, "FeatInterval" );
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KEYBOARD_LETTERS.Load( m_sName, "KeyboardLetters" );
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// Find out if players deserve to enter their name
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// Find out if players deserve to enter their name
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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@@ -12,6 +12,7 @@
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#include "DifficultyIcon.h"
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#include "DifficultyIcon.h"
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#include "PercentageDisplay.h"
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#include "PercentageDisplay.h"
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#include "BGAnimation.h"
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#include "BGAnimation.h"
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#include "ThemeMetric.h"
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class HighScoreWheelItem : public ActorFrame
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class HighScoreWheelItem : public ActorFrame
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@@ -60,6 +61,13 @@ private:
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void ChangeDisplayedFeat();
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void ChangeDisplayedFeat();
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void SelectChar( PlayerNumber pn, int c );
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void SelectChar( PlayerNumber pn, int c );
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ThemeMetric<float> FOV;
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ThemeMetric<float> ALPHABET_GAP_X;
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ThemeMetric<int> NUM_ALPHABET_DISPLAYED;
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ThemeMetric<int> MAX_RANKING_NAME_LENGTH;
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ThemeMetric<float> FEAT_INTERVAL;
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ThemeMetric<CString> KEYBOARD_LETTERS;
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ActorFrame m_Keyboard[NUM_PLAYERS];
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ActorFrame m_Keyboard[NUM_PLAYERS];
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Sprite m_sprCursor[NUM_PLAYERS];
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Sprite m_sprCursor[NUM_PLAYERS];
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vector<BitmapText*> m_textAlphabet[NUM_PLAYERS];
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vector<BitmapText*> m_textAlphabet[NUM_PLAYERS];
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