LoadBG -> Load( Sprite::SongBGTexture() )
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@@ -66,7 +66,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( const RString& sPath )
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sSongBGPath = THEME->GetPathG("Common","fallback background");
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sSongBGPath = THEME->GetPathG("Common","fallback background");
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Sprite* pSprite = new Sprite;
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sSongBGPath );
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pSprite->Load( Sprite::SongBGTexture(sSongBGPath) );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->StretchTo( FullScreenRectF );
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this->AddChild( pSprite );
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this->AddChild( pSprite );
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@@ -162,7 +162,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( const RString& sPath )
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this->AddChild( pSprite );
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this->AddChild( pSprite );
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RageTextureID ID(sPath);
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RageTextureID ID(sPath);
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ID.bStretch = true;
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ID.bStretch = true;
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pSprite->LoadBG( ID );
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pSprite->Load( Sprite::SongBGTexture(ID) );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->SetCustomTextureRect( RectF(0,0,1,1) );
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pSprite->SetCustomTextureRect( RectF(0,0,1,1) );
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@@ -181,7 +181,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( const RString& sPath )
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m_Type = TYPE_SPRITE;
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m_Type = TYPE_SPRITE;
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Sprite* pSprite = new Sprite;
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Sprite* pSprite = new Sprite;
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this->AddChild( pSprite );
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this->AddChild( pSprite );
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pSprite->LoadBG( sPath );
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pSprite->Load( Sprite::SongBGTexture(sPath) );
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const RectF StretchedFullScreenRectF(
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const RectF StretchedFullScreenRectF(
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FullScreenRectF.left-200,
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FullScreenRectF.left-200,
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FullScreenRectF.top-200,
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FullScreenRectF.top-200,
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@@ -274,12 +274,12 @@ Actor *MakeVisualization( const RString &sVisPath )
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(pSong && pSong->HasBackground()) ? pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background");
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(pSong && pSong->HasBackground()) ? pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background");
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Sprite* pSprite = new Sprite;
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sSongBGPath );
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pSprite->Load( Sprite::SongBGTexture(sSongBGPath) );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->StretchTo( FullScreenRectF );
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pFrame->AddChild( pSprite );
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pFrame->AddChild( pSprite );
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pSprite = new Sprite;
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pSprite = new Sprite;
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pSprite->LoadBG( sVisPath );
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pSprite->Load( Sprite::SongBGTexture(sVisPath) );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->SetBlendMode( BLEND_ADD );
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pSprite->SetBlendMode( BLEND_ADD );
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pFrame->AddChild( pSprite );
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pFrame->AddChild( pSprite );
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