do this with ActorFrame
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@@ -189,7 +189,6 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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}
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FOV.Load( m_sName, "FOV" );
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ALPHABET_GAP_X.Load( m_sName, "AlphabetGapX" );
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NUM_ALPHABET_DISPLAYED.Load( m_sName, "NumAlphabetDisplayed" );
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MAX_RANKING_NAME_LENGTH.Load( m_sName, "MaxRankingNameLength" );
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@@ -510,16 +509,6 @@ void ScreenNameEntryTraditional::Update( float fDelta )
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ScreenWithMenuElements::Update(fDelta);
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}
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void ScreenNameEntryTraditional::DrawPrimitives()
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{
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DISPLAY->CameraPushMatrix();
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DISPLAY->LoadMenuPerspective( FOV, SCREEN_CENTER_X, SCREEN_CENTER_Y );
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ScreenWithMenuElements::DrawPrimitives();
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DISPLAY->CameraPopMatrix();
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}
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void ScreenNameEntryTraditional::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( IsTransitioning() )
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