CString -> RString
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@@ -25,7 +25,7 @@ PercentageDisplay::PercentageDisplay()
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m_LastMax = -1;
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}
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void PercentageDisplay::LoadFromNode( const CString& sDir, const XNode* pNode )
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void PercentageDisplay::LoadFromNode( const RString& sDir, const XNode* pNode )
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{
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ActorFrame::LoadFromNode( sDir, pNode );
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@@ -58,7 +58,7 @@ void PercentageDisplay::Load( const PlayerState *pPlayerState, const PlayerStage
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Refresh();
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}
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void PercentageDisplay::Load( const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats, const CString &sMetricsGroup, bool bAutoRefresh )
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void PercentageDisplay::Load( const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats, const RString &sMetricsGroup, bool bAutoRefresh )
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{
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m_pPlayerState = pPlayerState;
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m_pPlayerStageStats = pPlayerStageStats;
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@@ -111,7 +111,7 @@ void PercentageDisplay::Refresh()
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m_Last = iActualDancePoints;
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m_LastMax = iCurPossibleDancePoints;
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CString sNumToDisplay;
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RString sNumToDisplay;
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if( PREFSMAN->m_bDancePointsForOni )
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{
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@@ -163,7 +163,7 @@ void PercentageDisplay::Refresh()
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m_textPercent.SetText( sNumToDisplay );
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}
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CString PercentageDisplay::FormatPercentScore( float fPercentDancePoints )
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RString PercentageDisplay::FormatPercentScore( float fPercentDancePoints )
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{
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// TRICKY: printf will round, but we want to truncate. Otherwise, we may display a percent
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// score that's too high and doesn't match up with the calculated grade.
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@@ -175,7 +175,7 @@ CString PercentageDisplay::FormatPercentScore( float fPercentDancePoints )
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fPercentDancePoints = ftruncf( fPercentDancePoints, fTruncInterval );
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CString s = ssprintf( "%*.*f%%", (int)PERCENT_TOTAL_SIZE, (int)PERCENT_DECIMAL_PLACES, fPercentDancePoints*100 );
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RString s = ssprintf( "%*.*f%%", (int)PERCENT_TOTAL_SIZE, (int)PERCENT_DECIMAL_PLACES, fPercentDancePoints*100 );
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return s;
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}
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