CString -> RString
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+12
-12
@@ -37,7 +37,7 @@ public:
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bool DescribesCurrentMode( PlayerNumber pn ) const;
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bool DescribesCurrentModeForAllPlayers() const;
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bool IsPlayable( CString *why = NULL ) const;
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bool IsPlayable( RString *why = NULL ) const;
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bool IsZero() const;
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/* If true, Apply() will apply m_sScreen. If false, it won't, and you need
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@@ -48,10 +48,10 @@ public:
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// so that we know the order of commands when it comes time to Apply.
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Commands m_Commands;
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CString m_sName; // choice name
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CString m_sText; // display text
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RString m_sName; // choice name
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RString m_sText; // display text
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bool m_bInvalid;
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CString m_sInvalidReason;
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RString m_sInvalidReason;
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int m_iIndex;
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MultiPlayer m_MultiPlayer;
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const Game* m_pGame;
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@@ -59,25 +59,25 @@ public:
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PlayMode m_pm;
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Difficulty m_dc;
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CourseDifficulty m_CourseDifficulty;
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CString m_sAnnouncer;
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CString m_sModifiers;
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CString m_sScreen;
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RString m_sAnnouncer;
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RString m_sModifiers;
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RString m_sScreen;
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LuaExpression m_LuaFunction;
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Song* m_pSong;
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Steps* m_pSteps;
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Course* m_pCourse;
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Trail* m_pTrail;
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Character* m_pCharacter;
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std::map<CString,CString> m_SetEnv;
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CString m_sSongGroup;
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std::map<RString,RString> m_SetEnv;
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RString m_sSongGroup;
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SortOrder m_SortOrder;
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int m_iUnlockIndex; // -1 for no unlock
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CString m_sSoundPath; // "" for no sound
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vector<CString> m_vsScreensToPrepare;
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RString m_sSoundPath; // "" for no sound
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vector<RString> m_vsScreensToPrepare;
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int m_iWeightPounds; // -1 == none specified
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int m_iGoalCalories; // -1 == none specified
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GoalType m_GoalType;
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CString m_sProfileID;
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RString m_sProfileID;
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bool m_bInsertCredit;
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bool m_bStopMusic;
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