CString -> RString
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@@ -2712,7 +2712,7 @@ const Game* GameManager::GetGameFromIndex( int index ) const
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bool GameManager::IsGameEnabled( const Game *pGame ) const
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{
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vector<CString> asNoteSkins;
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vector<RString> asNoteSkins;
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NOTESKIN->GetNoteSkinNames( pGame, asNoteSkins, false ); /* don't omit default */
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return asNoteSkins.size() > 0;
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}
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@@ -2723,7 +2723,7 @@ int GameManager::StepsTypeToNumTracks( StepsType st )
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return StepsTypes[st].NumTracks;
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}
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StepsType GameManager::StringToStepsType( CString sStepsType )
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StepsType GameManager::StringToStepsType( RString sStepsType )
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{
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sStepsType.MakeLower();
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@@ -2744,24 +2744,24 @@ StepsType GameManager::StringToStepsType( CString sStepsType )
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return STEPS_TYPE_DANCE_SINGLE;
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}
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CString GameManager::StepsTypeToString( StepsType st )
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RString GameManager::StepsTypeToString( StepsType st )
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{
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ASSERT_M( st < NUM_STEPS_TYPES, ssprintf("%i", st) );
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return StepsTypes[st].name;
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}
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CString GameManager::StepsTypeToLocalizedString( StepsType st )
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RString GameManager::StepsTypeToLocalizedString( StepsType st )
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{
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CString s = StepsTypeToString( st );
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RString s = StepsTypeToString( st );
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if( THEME->HasMetric( "StepsType", s ) )
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return THEME->GetString( "StepsType", s );
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else
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return s;
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}
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CString GameManager::StyleToLocalizedString( const Style* style )
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RString GameManager::StyleToLocalizedString( const Style* style )
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{
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CString s = style->m_szName;
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RString s = style->m_szName;
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s = Capitalize( s );
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if( THEME->HasMetric( "Style", s ) )
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return THEME->GetString( "Style", s );
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@@ -2769,7 +2769,7 @@ CString GameManager::StyleToLocalizedString( const Style* style )
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return s;
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}
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const Game* GameManager::StringToGameType( CString sGameType )
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const Game* GameManager::StringToGameType( RString sGameType )
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{
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for( int i=0; i<NUM_GAMES; i++ )
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if( !sGameType.CompareNoCase(g_Games[i].m_szName) )
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@@ -2779,7 +2779,7 @@ const Game* GameManager::StringToGameType( CString sGameType )
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}
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const Style* GameManager::GameAndStringToStyle( const Game *game, CString sStyle )
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const Style* GameManager::GameAndStringToStyle( const Game *game, RString sStyle )
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{
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for( unsigned s=0; s<NUM_STYLES; s++ )
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{
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@@ -2801,7 +2801,7 @@ MenuButton GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameB
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* it) and/or map to a menu button (if m_DedicatedMenuButton or m_SecondaryMenuButton
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* map to it).
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*
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* If a button is only used in gameplay or is only used in menus, return CString(); the
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* If a button is only used in gameplay or is only used in menus, return RString(); the
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* primary description is sufficient.
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*
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* If a button is used in both gameplay and menus, return szSecondaryNames[] for
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