CString -> RString
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@@ -52,8 +52,8 @@ DancingCharacters::DancingCharacters()
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continue;
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// load in any potential 2D stuff
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CString sCharacterDirectory = pChar->m_sCharDir;
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CString sCurrentAnim;
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RString sCharacterDirectory = pChar->m_sCharDir;
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RString sCurrentAnim;
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sCurrentAnim = sCharacterDirectory + "2DIdle";
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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