CString -> RString
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@@ -63,7 +63,7 @@ void ScreenSelectMode::Init()
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//
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// Load Sprite
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//
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CString sElementPath = THEME->GetPathG("ScreenSelectMode",mc.m_sName);
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RString sElementPath = THEME->GetPathG("ScreenSelectMode",mc.m_sName);
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arrayLocations.push_back( sElementPath );
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@@ -90,13 +90,13 @@ void ScreenSelectMode::Init()
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m_bCharsAvailable = true;
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if(vpCharacters[i]->Has2DElems())
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{
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CString mpath = vpCharacters[i]->GetSongSelectIconPath();
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RString mpath = vpCharacters[i]->GetSongSelectIconPath();
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LOG->Trace("Char: %d, %s, 2D: true",i,mpath.c_str());
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m_b2DAvailable = true;
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}
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else
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{
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CString mpath = vpCharacters[i]->GetSongSelectIconPath();
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RString mpath = vpCharacters[i]->GetSongSelectIconPath();
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LOG->Trace("Char: %d, %s, 2D: false",i,mpath.c_str());
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}
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}
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@@ -184,14 +184,14 @@ void ScreenSelectMode::MenuRight( PlayerNumber pn )
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void ScreenSelectMode::UpdateSelectableChoices()
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{
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vector<CString> GraphicPaths;
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vector<RString> GraphicPaths;
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m_iNumChoices = 0;
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unsigned i=0;
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unsigned j=0;
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for( i=0; i<m_aGameCommands.size(); i++ )
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{
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const GameCommand& mc = m_aGameCommands[i];
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CString modename = mc.m_sName;
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RString modename = mc.m_sName;
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modename.MakeUpper();
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