Don't put fonts in Graphics, even ones that don't look like them; it's brittle
(too easy to miss when changing font rules).
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@@ -52,7 +52,7 @@ void CourseEntryDisplay::Load()
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continue; // skip
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m_textFoot[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("FootP%i", pn+1):CString("Foot") );
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m_textFoot[pn].LoadFromTextureAndChars( THEME->GetPathG("CourseEntryDisplay","difficulty 2x1"),"10" );
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m_textFoot[pn].LoadFromTextureAndChars( THEME->GetPathF("CourseEntryDisplay","difficulty"),"10" );
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SET_XY_AND_ON_COMMAND( &m_textFoot[pn] );
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this->AddChild( &m_textFoot[pn] );
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@@ -73,8 +73,7 @@ void DifficultyMeter::Load( const CString &sType )
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{
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Feet = "0X";
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}
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int iNumFrames = m_bAutoColorFeet ? 2 : NUM_DIFFICULTIES+1;
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m_textFeet.LoadFromTextureAndChars( THEME->GetPathG(sType,ssprintf("bar %dx1",iNumFrames)), Feet );
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m_textFeet.LoadFromTextureAndChars( THEME->GetPathF(sType,"bar"), Feet );
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ActorUtil::SetXYAndOnCommand( m_textFeet, sType );
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this->AddChild( &m_textFeet );
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}
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