remove .sprite file support. Use .xml instead
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@@ -111,9 +111,8 @@ bool Sprite::LoadBG( RageTextureID ID )
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bool Sprite::Load( RageTextureID ID )
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{
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bool result;
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if( ID.filename == "" ) result = true;
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if( ID.filename.Right(7) == ".sprite" )
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result = LoadFromSpriteFile( ID );
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if( ID.filename == "" )
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result = true;
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else
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result = LoadFromTexture( ID );
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@@ -138,7 +137,7 @@ retry:
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GetDirListing( sPath + "*", asElementPaths, false, true );
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if( asElementPaths.size() == 0 )
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{
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CString sMessage = ssprintf( "The sprite file '%s' points to a texture '%s' which doesn't exist.", m_sSpritePath.c_str(), sPath.c_str() );
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CString sMessage = ssprintf( "A Sprite in '%s' points to a texture '%s' which doesn't exist.", sDir.c_str(), sPath.c_str() );
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switch( Dialog::AbortRetryIgnore(sMessage) )
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{
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case Dialog::abort:
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@@ -196,37 +195,6 @@ retry:
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Actor::LoadFromNode( sDir, pNode );
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}
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// Sprite file has the format:
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//
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// [Sprite]
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// Texture=Textures\Logo.bmp
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// Frame0000=0
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// Delay0000=1.0
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// Frame0001=3
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// Delay0000=2.0
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// BaseRotationXDegrees=0
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// BaseRotationYDegrees=0
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// BaseRotationZDegrees=0
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// BaseZoomX=1
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// BaseZoomY=1
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// BaseZoomZ=1
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bool Sprite::LoadFromSpriteFile( RageTextureID ID )
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{
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LOG->Trace( ssprintf("Sprite::LoadFromSpriteFile(%s)", ID.filename.c_str()) );
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//Init();
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m_sSpritePath = ID.filename;
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// read sprite file
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IniFile ini;
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if( !ini.ReadFile( m_sSpritePath ) )
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RageException::Throw( "Error opening Sprite file '%s'.", m_sSpritePath.c_str() );
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LoadFromNode( Dirname(m_sSpritePath), ini.GetChild("Sprite") );
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return true;
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}
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void Sprite::UnloadTexture()
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{
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if( m_pTexture != NULL ) // If there was a previous bitmap...
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