CString -> RString
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@@ -49,12 +49,12 @@ void CourseEntryDisplay::Load()
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if( !SEPARATE_COURSE_METERS && pn != GAMESTATE->m_MasterPlayerNumber )
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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].SetName( SEPARATE_COURSE_METERS? ssprintf("FootP%i", pn+1):RString("Foot") );
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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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m_textDifficultyNumber[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("DifficultyP%i", pn+1):CString("Difficulty") );
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m_textDifficultyNumber[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("DifficultyP%i", pn+1):RString("Difficulty") );
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m_textDifficultyNumber[pn].LoadFromFont( THEME->GetPathF("Common","normal") );
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SET_XY_AND_ON_COMMAND( &m_textDifficultyNumber[pn] );
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this->AddChild( &m_textDifficultyNumber[pn] );
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@@ -66,14 +66,14 @@ void CourseEntryDisplay::Load()
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this->AddChild( &m_textModifiers );
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}
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void CourseEntryDisplay::LoadFromNode( const CString& sDir, const XNode* pNode )
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void CourseEntryDisplay::LoadFromNode( const RString& sDir, const XNode* pNode )
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{
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ActorFrame::LoadFromNode( sDir, pNode );
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Load();
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}
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void CourseEntryDisplay::SetDifficulty( PlayerNumber pn, const CString &text, Difficulty dc )
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void CourseEntryDisplay::SetDifficulty( PlayerNumber pn, const RString &text, Difficulty dc )
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{
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return; // skip
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@@ -135,7 +135,7 @@ void CourseEntryDisplay::SetFromGameState( int iCourseEntryIndex )
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bool bLowIsSet = iLow != -1;
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bool bHighIsSet = iHigh != -1;
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CString s;
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RString s;
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if( !bLowIsSet && !bHighIsSet )
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{
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s = "?";
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