CString -> RString
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@@ -42,12 +42,12 @@ void ScreenSelect::Init()
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// element in the list is a choice name. This level of indirection
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// makes it easier to add or remove items without having to change a bunch
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// of indices.
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vector<CString> asChoiceNames;
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vector<RString> asChoiceNames;
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split( CHOICE_NAMES, ",", asChoiceNames, true );
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for( unsigned c=0; c<asChoiceNames.size(); c++ )
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{
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CString sChoiceName = asChoiceNames[c];
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RString sChoiceName = asChoiceNames[c];
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GameCommand mc;
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mc.ApplyCommitsScreens( false );
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@@ -61,12 +61,12 @@ void ScreenSelect::Init()
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// Load codes
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//
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{
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vector<CString> vsCodeNames;
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vector<RString> vsCodeNames;
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split( CODE_NAMES, ",", vsCodeNames, true );
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for( unsigned c=0; c<vsCodeNames.size(); c++ )
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{
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CString sCodeName = vsCodeNames[c];
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RString sCodeName = vsCodeNames[c];
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CodeItem code;
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if( !code.Load( CODE(sCodeName) ) )
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@@ -248,7 +248,7 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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Screen::HandleScreenMessage( SM );
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}
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void ScreenSelect::HandleMessage( const CString &sMessage )
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void ScreenSelect::HandleMessage( const RString &sMessage )
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{
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this->UpdateSelectableChoices();
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