Don't set two different names for an element. Instead, pass the metrics group name as a parameter to Load()
This commit is contained in:
@@ -110,7 +110,7 @@ void Actor::LoadFromNode( const CString& sDir, const XNode* pNode )
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sCmdName="on";
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sCmdName="on";
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else
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else
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sCmdName = sKeyName.Left( sKeyName.size()-7 );
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sCmdName = sKeyName.Left( sKeyName.size()-7 );
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m_mapNameToCommands[sCmdName] = apac;
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AddCommand( sCmdName, apac );
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}
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}
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}
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}
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@@ -989,6 +989,11 @@ void Actor::QueueCommand( const CString& sCommandName )
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DestTweenState().sCommandName = sCommandName;
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DestTweenState().sCommandName = sCommandName;
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}
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}
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void Actor::AddCommand( const CString &sCmdName, apActorCommands apac )
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{
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m_mapNameToCommands[sCmdName] = apac;
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}
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void Actor::PlayCommand( const CString &sCommandName )
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void Actor::PlayCommand( const CString &sCommandName )
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{
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{
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CString sKey = sCommandName;
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CString sKey = sCommandName;
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@@ -308,6 +308,7 @@ public:
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// Commands
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// Commands
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//
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//
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virtual void PushSelf( lua_State *L );
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virtual void PushSelf( lua_State *L );
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void AddCommand( const CString &sCmdName, apActorCommands apac );
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virtual void PlayCommand( const CString &sCommandName );
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virtual void PlayCommand( const CString &sCommandName );
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virtual void RunCommands( const ActorCommands& cmds );
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virtual void RunCommands( const ActorCommands& cmds );
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void RunCommands( const apActorCommands& cmds ) { this->RunCommands( *cmds ); } // convenience
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void RunCommands( const apActorCommands& cmds ) { this->RunCommands( *cmds ); } // convenience
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@@ -53,8 +53,7 @@ void LifeMeterBattery::Load( PlayerNumber pn )
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if( bPlayerEnabled )
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if( bPlayerEnabled )
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{
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{
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m_Percent.SetName( "LifeMeterBattery Percent" );
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m_Percent.Load( pn, &STATSMAN->m_CurStageStats.m_player[pn], "LifeMeterBattery Percent", true );
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m_Percent.Load( pn, &STATSMAN->m_CurStageStats.m_player[pn], true );
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this->AddChild( &m_Percent );
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this->AddChild( &m_Percent );
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}
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}
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@@ -14,38 +14,35 @@ PercentageDisplay::PercentageDisplay()
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m_pSource = NULL;
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m_pSource = NULL;
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}
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}
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void PercentageDisplay::SetName( const CString &sName, const CString &sID )
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void PercentageDisplay::Load( PlayerNumber pn, PlayerStageStats* pSource, const CString &sMetricsGroup, bool bAutoRefresh )
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{
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{
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ActorFrame::SetName( sName, sID );
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DANCE_POINT_DIGITS.Load( m_sName, "DancePointsDigits" );
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PERCENT_DECIMAL_PLACES.Load( m_sName, "PercentDecimalPlaces" );
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PERCENT_TOTAL_SIZE.Load( m_sName, "PercentTotalSize" );
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PERCENT_USE_REMAINDER.Load( m_sName, "PercentUseRemainder" );
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}
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void PercentageDisplay::Load( PlayerNumber pn, PlayerStageStats* pSource, bool bAutoRefresh )
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{
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ASSERT( m_sName != "" ); // set this!
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m_PlayerNumber = pn;
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m_PlayerNumber = pn;
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m_pSource = pSource;
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m_pSource = pSource;
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m_bAutoRefresh = bAutoRefresh;
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m_bAutoRefresh = bAutoRefresh;
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m_Last = -1;
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m_Last = -1;
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DANCE_POINT_DIGITS.Load( sMetricsGroup, "DancePointsDigits" );
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PERCENT_DECIMAL_PLACES.Load( sMetricsGroup, "PercentDecimalPlaces" );
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PERCENT_TOTAL_SIZE.Load( sMetricsGroup, "PercentTotalSize" );
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PERCENT_USE_REMAINDER.Load( sMetricsGroup, "PercentUseRemainder" );
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if( PREFSMAN->m_bDancePointsForOni )
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if( PREFSMAN->m_bDancePointsForOni )
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m_textPercent.SetName( ssprintf("DancePointsP%i", pn+1) );
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m_textPercent.SetName( ssprintf("DancePointsP%i", pn+1) );
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else
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else
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m_textPercent.SetName( ssprintf("PercentP%i", pn+1) );
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m_textPercent.SetName( ssprintf("PercentP%i", pn+1) );
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m_textPercent.LoadFromFont( THEME->GetPathF(m_sName,"text") );
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m_textPercent.LoadFromFont( THEME->GetPathF(sMetricsGroup,"text") );
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SET_XY_AND_ON_COMMAND( m_textPercent );
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ActorUtil::SetXYAndOnCommand( m_textPercent, sMetricsGroup );
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m_textPercent.AddCommand( "Off", THEME->GetMetricA(sMetricsGroup, m_textPercent.GetName()+"OffCommand") );
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this->AddChild( &m_textPercent );
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this->AddChild( &m_textPercent );
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if( !PREFSMAN->m_bDancePointsForOni && (bool)PERCENT_USE_REMAINDER )
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if( !PREFSMAN->m_bDancePointsForOni && (bool)PERCENT_USE_REMAINDER )
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{
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{
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m_textPercentRemainder.SetName( ssprintf("PercentRemainderP%d",pn+1) );
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m_textPercentRemainder.SetName( ssprintf("PercentRemainderP%d",pn+1) );
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m_textPercentRemainder.LoadFromFont( THEME->GetPathF(m_sName,"remainder") );
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m_textPercentRemainder.LoadFromFont( THEME->GetPathF(sMetricsGroup,"remainder") );
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SET_XY_AND_ON_COMMAND( m_textPercentRemainder );
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ActorUtil::SetXYAndOnCommand( m_textPercentRemainder, sMetricsGroup );
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m_textPercentRemainder.AddCommand( "Off", THEME->GetMetricA(sMetricsGroup, m_textPercentRemainder.GetName()+"OffCommand") );
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m_textPercentRemainder.SetText( "456" );
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m_textPercentRemainder.SetText( "456" );
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this->AddChild( &m_textPercentRemainder );
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this->AddChild( &m_textPercentRemainder );
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}
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}
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@@ -55,9 +52,9 @@ void PercentageDisplay::Load( PlayerNumber pn, PlayerStageStats* pSource, bool b
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void PercentageDisplay::TweenOffScreen()
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void PercentageDisplay::TweenOffScreen()
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{
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{
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OFF_COMMAND( m_textPercent );
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m_textPercent.PlayCommand( "Off" );
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if( !PREFSMAN->m_bDancePointsForOni && (bool)PERCENT_USE_REMAINDER )
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if( !PREFSMAN->m_bDancePointsForOni && (bool)PERCENT_USE_REMAINDER )
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OFF_COMMAND( m_textPercentRemainder );
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m_textPercentRemainder.PlayCommand( "Off" );
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}
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}
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void PercentageDisplay::Update( float fDeltaTime )
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void PercentageDisplay::Update( float fDeltaTime )
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@@ -13,9 +13,8 @@ class PercentageDisplay: public ActorFrame
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{
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{
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public:
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public:
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PercentageDisplay();
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PercentageDisplay();
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void Load( PlayerNumber pn, PlayerStageStats *pSource, bool bAutoRefresh );
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void Load( PlayerNumber pn, PlayerStageStats *pSource, const CString &sMetricsGroup, bool bAutoRefresh );
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void Update( float fDeltaTime );
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void Update( float fDeltaTime );
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void SetName( const CString &sName, const CString &sID = "" );
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void TweenOffScreen();
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void TweenOffScreen();
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private:
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private:
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@@ -16,7 +16,11 @@ ScoreDisplayPercentage::ScoreDisplayPercentage()
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void ScoreDisplayPercentage::Init( const PlayerState* pPlayerState )
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void ScoreDisplayPercentage::Init( const PlayerState* pPlayerState )
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{
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{
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m_Percent.Load( pPlayerState->m_PlayerNumber, &STATSMAN->m_CurStageStats.m_player[pPlayerState->m_PlayerNumber], true );
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m_Percent.Load(
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pPlayerState->m_PlayerNumber,
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&STATSMAN->m_CurStageStats.m_player[pPlayerState->m_PlayerNumber],
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"ScoreDisplayPercentage Percent",
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true );
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}
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}
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/*
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/*
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@@ -501,11 +501,9 @@ void ScreenEvaluation::Init()
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/* Use "ScreenEvaluation Percent" for the [metric set], but position and
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/* Use "ScreenEvaluation Percent" for the [metric set], but position and
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* tween it with "PercentP1X", etc. */
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* tween it with "PercentP1X", etc. */
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m_Percent[p].SetName( "ScreenEvaluation Percent" );
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m_Percent[p].SetName( ssprintf("PercentP%d",p+1) );
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m_Percent[p].Load( p, &STATSMAN->m_CurStageStats.m_player[p], true );
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m_Percent[p].Load( p, &STATSMAN->m_CurStageStats.m_player[p], "ScreenEvaluation Percent", true );
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m_Percent[p].SetXY( THEME->GetMetricF(m_sName, ssprintf("PercentP%dX",p+1)),
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SET_XY_AND_ON_COMMAND( m_Percent[p] );
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THEME->GetMetricF(m_sName,ssprintf("PercentP%dY",p+1)) );
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m_Percent[p].RunCommands( THEME->GetMetricA(m_sName,ssprintf("PercentP%dOnCommand",p+1)) );
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this->AddChild( &m_Percent[p] );
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this->AddChild( &m_Percent[p] );
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}
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}
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}
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}
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@@ -355,6 +355,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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sBanner = pCourse->m_sBannerPath;
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sBanner = pCourse->m_sBannerPath;
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else
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else
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sBanner = pSong->GetBannerPath();
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sBanner = pSong->GetBannerPath();
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if( !sBanner.empty() )
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if( !sBanner.empty() )
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{
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{
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display.m_sprBanner.SetName( ssprintf("BannerP%i",p+1) );
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display.m_sprBanner.SetName( ssprintf("BannerP%i",p+1) );
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@@ -381,8 +382,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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SET_ON( display.m_Difficulty );
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SET_ON( display.m_Difficulty );
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this->AddChild( &display.m_Difficulty );
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this->AddChild( &display.m_Difficulty );
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display.m_textScore.SetName( "ScreenNameEntryTraditional Percent" );
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display.m_textScore.Load( p, &ss.m_player[p], "ScreenNameEntryTraditional Percent", false );
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display.m_textScore.Load( p, &ss.m_player[p], false );
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display.m_textScore.SetName( ssprintf("ScoreP%i",p+1) );
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display.m_textScore.SetName( ssprintf("ScoreP%i",p+1) );
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SET_ON( display.m_textScore );
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SET_ON( display.m_textScore );
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this->AddChild( &display.m_textScore );
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this->AddChild( &display.m_textScore );
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