Fixed VC6 compile errors
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@@ -188,6 +188,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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switch( m_ResultMode )
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{
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case RM_ARCADE_STAGE:
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{
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m_BannerWithFrame[0].LoadFromSong( GAMESTATE->m_pCurSong );
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m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
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this->AddChild( &m_BannerWithFrame[0] );
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@@ -208,6 +209,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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m_DifficultyIcon[p].SetXY( DIFFICULTY_ICON_X(p), DIFFICULTY_ICON_Y(p) );
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this->AddChild( &m_DifficultyIcon[p] );
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}
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}
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break;
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case RM_ARCADE_SUMMARY:
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{
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@@ -225,15 +225,17 @@ void ScreenSelectMode::RefreshModeChoices()
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GAMEMAN->GetModesChoicesForGame( GAMESTATE->m_CurGame, m_aPossibleModeChoices );
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ASSERT( m_aPossibleModeChoices.GetSize() > 0 );
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int i;
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// remove ModeChoices that won't work with the current number of players
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for( int i=m_aPossibleModeChoices.GetSize()-1; i>=0; i-- )
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for( i=m_aPossibleModeChoices.GetSize()-1; i>=0; i-- )
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if( m_aPossibleModeChoices[i].numSidesJoinedToPlay != iNumSidesJoined )
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m_aPossibleModeChoices.RemoveAt( i );
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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CStringArray asGraphicPaths;
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for( int i=0; i<m_aPossibleModeChoices.GetSize(); i++ )
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for( i=0; i<m_aPossibleModeChoices.GetSize(); i++ )
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{
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const ModeChoice& choice = m_aPossibleModeChoices[i];
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asGraphicPaths.Add( THEME->GetPathTo("Graphics", ssprintf("select mode choice %s %s", sGameName, choice.name) ) );
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@@ -907,14 +907,6 @@ SOURCE=.\Combo.h
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# End Source File
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# Begin Source File
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SOURCE=.\DifficultyBanner.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\DifficultyBanner.h
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# End Source File
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# Begin Source File
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SOURCE=.\FocusingSprite.cpp
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# End Source File
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# Begin Source File
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