Always call LoadAllCommands explicitly.
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
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@@ -746,18 +746,18 @@ void ScreenEdit::Init()
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m_textInputTips.SetName( "EditHelp" );
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m_textInputTips.LoadFromFont( THEME->GetPathF("ScreenEdit","EditHelp") );
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m_textInputTips.SetText( EDIT_HELP_TEXT );
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SET_XY_AND_ON_COMMAND( m_textInputTips );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textInputTips );
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this->AddChild( &m_textInputTips );
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m_textInfo.SetName( "Info" );
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m_textInfo.LoadFromFont( THEME->GetPathF("ScreenEdit","Info") );
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SET_XY_AND_ON_COMMAND( m_textInfo );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textInfo );
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this->AddChild( &m_textInfo );
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m_textPlayRecordHelp.SetName( "PlayRecordHelp" );
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m_textPlayRecordHelp.LoadFromFont( THEME->GetPathF("ScreenEdit","PlayRecordHelp") );
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m_textPlayRecordHelp.SetText( PLAY_RECORD_HELP_TEXT );
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SET_XY_AND_ON_COMMAND( m_textPlayRecordHelp );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textPlayRecordHelp );
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this->AddChild( &m_textPlayRecordHelp );
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m_soundAddNote.Load( THEME->GetPathS("ScreenEdit","AddNote"), true );
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