don't use Name/ID to load DifficultyMeter. We only need the Name at load time, so pass it into Load and don't save it in the Actor.
This commit is contained in:
@@ -58,8 +58,8 @@ void DifficultyList::Load()
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for( unsigned m = 0; m < m_Lines.size(); ++m )
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for( unsigned m = 0; m < m_Lines.size(); ++m )
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{
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{
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m_Lines[m].m_Meter.SetName( "DifficultySummaryRow", "Row" );
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m_Lines[m].m_Meter.SetName( "Row" );
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m_Lines[m].m_Meter.Load();
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m_Lines[m].m_Meter.Load( "DifficultySummaryRow" );
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this->AddChild( &m_Lines[m].m_Meter );
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this->AddChild( &m_Lines[m].m_Meter );
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m_Lines[m].m_Description.SetName( "Description" );
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m_Lines[m].m_Description.SetName( "Description" );
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@@ -11,6 +11,11 @@
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#include "ActorUtil.h"
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#include "ActorUtil.h"
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#include "Style.h"
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#include "Style.h"
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// lua start
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LUA_REGISTER_CLASS( DifficultyMeter )
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// lua end
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REGISTER_ACTOR_CLASS( DifficultyMeter );
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DifficultyMeter::DifficultyMeter()
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DifficultyMeter::DifficultyMeter()
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{
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{
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@@ -38,20 +43,20 @@ DifficultyMeter::DifficultyMeter()
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* so I'm trying it first in only this object.
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* so I'm trying it first in only this object.
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*/
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*/
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void DifficultyMeter::Load()
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void DifficultyMeter::Load( const CString &sType )
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{
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{
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/* We can't use global ThemeMetric<CString>s, because we can have multiple
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/* We can't use global ThemeMetric<CString>s, because we can have multiple
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* DifficultyMeters on screen at once, with different names. */
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* DifficultyMeters on screen at once, with different names. */
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m_iNumFeetInMeter = THEME->GetMetricI(m_sName,"NumFeetInMeter");
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m_iNumFeetInMeter = THEME->GetMetricI(sType,"NumFeetInMeter");
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m_iMaxFeetInMeter = THEME->GetMetricI(m_sName,"MaxFeetInMeter");
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m_iMaxFeetInMeter = THEME->GetMetricI(sType,"MaxFeetInMeter");
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m_iGlowIfMeterGreaterThan = THEME->GetMetricI(m_sName,"GlowIfMeterGreaterThan");
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m_iGlowIfMeterGreaterThan = THEME->GetMetricI(sType,"GlowIfMeterGreaterThan");
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m_bShowFeet = THEME->GetMetricB(m_sName,"ShowFeet");
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m_bShowFeet = THEME->GetMetricB(sType,"ShowFeet");
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/* "easy", "hard" */
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/* "easy", "hard" */
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m_bShowDifficulty = THEME->GetMetricB(m_sName,"ShowDifficulty");
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m_bShowDifficulty = THEME->GetMetricB(sType,"ShowDifficulty");
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/* 3, 9 */
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/* 3, 9 */
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m_bShowMeter = THEME->GetMetricB(m_sName,"ShowMeter");
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m_bShowMeter = THEME->GetMetricB(sType,"ShowMeter");
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m_bFeetIsDifficultyColor = THEME->GetMetricB(m_sName,"FeetIsDifficultyColor");
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m_bFeetIsDifficultyColor = THEME->GetMetricB(sType,"FeetIsDifficultyColor");
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m_bFeetPerDifficulty = THEME->GetMetricB(m_sName,"FeetPerDifficulty");
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m_bFeetPerDifficulty = THEME->GetMetricB(sType,"FeetPerDifficulty");
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if( m_bShowFeet )
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if( m_bShowFeet )
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{
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{
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@@ -65,14 +70,14 @@ void DifficultyMeter::Load()
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}
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}
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else
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else
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Feet = "0X";
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Feet = "0X";
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m_textFeet.LoadFromTextureAndChars( THEME->GetPathG(m_sName,"bar"), Feet );
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m_textFeet.LoadFromTextureAndChars( THEME->GetPathG(sType,"bar"), Feet );
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SET_XY_AND_ON_COMMAND( &m_textFeet );
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SET_XY_AND_ON_COMMAND( &m_textFeet );
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this->AddChild( &m_textFeet );
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this->AddChild( &m_textFeet );
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}
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}
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if( m_bShowDifficulty )
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if( m_bShowDifficulty )
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{
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{
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m_Difficulty.Load( THEME->GetPathG(m_sName,"difficulty") );
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m_Difficulty.Load( THEME->GetPathG(sType,"difficulty") );
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m_Difficulty->SetName( "Difficulty" );
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m_Difficulty->SetName( "Difficulty" );
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SET_XY_AND_ON_COMMAND( m_Difficulty );
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SET_XY_AND_ON_COMMAND( m_Difficulty );
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this->AddChild( m_Difficulty );
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this->AddChild( m_Difficulty );
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@@ -81,7 +86,7 @@ void DifficultyMeter::Load()
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if( m_bShowMeter )
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if( m_bShowMeter )
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{
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{
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m_textMeter.SetName( "Meter" );
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m_textMeter.SetName( "Meter" );
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m_textMeter.LoadFromFont( THEME->GetPathF(m_sName,"meter") );
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m_textMeter.LoadFromFont( THEME->GetPathF(sType,"meter") );
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SET_XY_AND_ON_COMMAND( m_textMeter );
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SET_XY_AND_ON_COMMAND( m_textMeter );
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this->AddChild( &m_textMeter );
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this->AddChild( &m_textMeter );
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}
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}
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@@ -14,19 +14,43 @@
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class Steps;
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class Steps;
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class Trail;
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class Trail;
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template<class T>
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class LunaDifficultyMeter : public LunaActorFrame<T>
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{
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public:
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LunaDifficultyMeter() { LUA->Register( Register ); }
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static int Load( T* p, lua_State *L ) { p->Load( SArg(1) ); return 0; }
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static int SetFromSteps( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->SetFromSteps( NULL ); }
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else { Steps *pS = Luna<Steps>::check(L,1); p->SetFromSteps( pS ); }
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return 0;
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}
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static void Register(lua_State *L)
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{
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ADD_METHOD( Load )
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ADD_METHOD( SetFromSteps )
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LunaActor<T>::Register( L );
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}
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};
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class DifficultyMeter: public ActorFrame
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class DifficultyMeter: public ActorFrame
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{
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{
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public:
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public:
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DifficultyMeter();
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DifficultyMeter();
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void Load();
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void Load( const CString &sType );
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void SetFromGameState( PlayerNumber pn );
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void SetFromGameState( PlayerNumber pn );
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void SetFromMeterAndDifficulty( int iMeter, Difficulty dc );
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void SetFromMeterAndDifficulty( int iMeter, Difficulty dc );
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void SetFromSteps( const Steps* pSteps );
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void SetFromSteps( const Steps* pSteps );
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void SetFromTrail( const Trail* pTrail );
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void SetFromTrail( const Trail* pTrail );
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void Unset();
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void Unset();
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// Lua
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void PushSelf( lua_State *L );
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private:
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private:
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void SetFromDifficulty( Difficulty dc );
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void SetFromDifficulty( Difficulty dc );
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void SetFromCourseDifficulty( CourseDifficulty cd );
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void SetFromCourseDifficulty( CourseDifficulty cd );
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@@ -79,14 +79,14 @@ EditMenu::EditMenu()
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m_SongTextBanner.SetXY( SONG_TEXT_BANNER_X, SONG_TEXT_BANNER_Y );
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m_SongTextBanner.SetXY( SONG_TEXT_BANNER_X, SONG_TEXT_BANNER_Y );
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this->AddChild( &m_SongTextBanner );
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this->AddChild( &m_SongTextBanner );
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m_Meter.SetName( "EditDifficultyMeter", "DifficultyMeter" );
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m_Meter.SetName( "DifficultyMeter" );
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m_Meter.SetXY( METER_X, METER_Y );
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m_Meter.SetXY( METER_X, METER_Y );
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m_Meter.Load();
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m_Meter.Load( "EditDifficultyMeter" );
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this->AddChild( &m_Meter );
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this->AddChild( &m_Meter );
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m_SourceMeter.SetName( "EditDifficultyMeter", "DifficultyMeter" );
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m_SourceMeter.SetName( "DifficultyMeter" );
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m_SourceMeter.SetXY( SOURCE_METER_X, SOURCE_METER_Y );
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m_SourceMeter.SetXY( SOURCE_METER_X, SOURCE_METER_Y );
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m_SourceMeter.Load();
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m_SourceMeter.Load( "EditDifficultyMeter" );
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this->AddChild( &m_SourceMeter );
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this->AddChild( &m_SourceMeter );
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@@ -391,8 +391,7 @@ void ScreenEvaluation::Init()
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SET_XY_AND_ON_COMMAND( m_DifficultyIcon[p] );
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SET_XY_AND_ON_COMMAND( m_DifficultyIcon[p] );
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this->AddChild( &m_DifficultyIcon[p] );
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this->AddChild( &m_DifficultyIcon[p] );
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m_DifficultyMeter[p].SetName( ssprintf("ScreenEvaluation DifficultyMeterP%d",p+1) );
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m_DifficultyMeter[p].Load( ssprintf("ScreenEvaluation DifficultyMeterP%d",p+1) );
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m_DifficultyMeter[p].Load();
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switch( m_Type )
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switch( m_Type )
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{
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{
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case stage:
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case stage:
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@@ -574,11 +574,7 @@ void ScreenGameplay::Init()
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/* Position it in LoadNextSong. */
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/* Position it in LoadNextSong. */
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this->AddChild( &m_DifficultyIcon[p] );
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this->AddChild( &m_DifficultyIcon[p] );
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// FIXME: Find a better way to handle this than changing the name
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m_DifficultyMeter[p].Load( m_sName + ssprintf(" DifficultyMeterP%d",p+1) );
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CString sName = m_DifficultyMeter[p].GetName();
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m_DifficultyMeter[p].SetName( m_sName + ssprintf(" DifficultyMeterP%d",p+1) );
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m_DifficultyMeter[p].Load();
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m_DifficultyMeter[p].SetName( sName );
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/* Position it in LoadNextSong. */
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/* Position it in LoadNextSong. */
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this->AddChild( &m_DifficultyMeter[p] );
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this->AddChild( &m_DifficultyMeter[p] );
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}
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}
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@@ -63,8 +63,8 @@ void ScreenNetSelectMusic::Init()
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ON_COMMAND( m_DifficultyIcon[p] );
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ON_COMMAND( m_DifficultyIcon[p] );
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m_DC[p] = GAMESTATE->m_PreferredDifficulty[p];
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m_DC[p] = GAMESTATE->m_PreferredDifficulty[p];
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m_DifficultyMeters[p].SetName( "DifficultyMeter", ssprintf("MeterP%d",p+1) );
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m_DifficultyMeters[p].SetName( ssprintf("MeterP%d",p+1) );
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m_DifficultyMeters[p].Load();
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m_DifficultyMeters[p].Load( "DifficultyMeter" );
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SET_XY_AND_ON_COMMAND( m_DifficultyMeters[p] );
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SET_XY_AND_ON_COMMAND( m_DifficultyMeters[p] );
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this->AddChild( &m_DifficultyMeters[p] );
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this->AddChild( &m_DifficultyMeters[p] );
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}
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}
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@@ -264,8 +264,8 @@ void ScreenSelectMusic::Init()
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this->AddChild( &m_PaneDisplay[p] );
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this->AddChild( &m_PaneDisplay[p] );
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}
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}
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m_DifficultyMeter[p].SetName( "DifficultyMeter", ssprintf("MeterP%d",p+1) );
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m_DifficultyMeter[p].SetName( ssprintf("MeterP%d",p+1) );
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m_DifficultyMeter[p].Load();
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m_DifficultyMeter[p].Load( "DifficultyMeter" );
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SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] );
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SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] );
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this->AddChild( &m_DifficultyMeter[p] );
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this->AddChild( &m_DifficultyMeter[p] );
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