sprite -> AutoActor
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@@ -221,10 +221,10 @@ void ScreenNameEntryTraditional::Init()
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continue; // skip
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}
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m_sprNameFrame[p].SetName( ssprintf("EntryFrameP%i",p+1) );
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m_sprNameFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("name frame p%i",p+1)) );
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m_sprNameFrame[p]->SetName( ssprintf("EntryFrameP%i",p+1) );
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SET_XY_AND_ON_COMMAND( m_sprNameFrame[p] );
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this->AddChild( &m_sprNameFrame[p] );
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this->AddChild( m_sprNameFrame[p] );
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m_Keyboard[p].SetName( ssprintf("KeyboardP%i",p+1) );
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SET_XY_AND_ON_COMMAND( m_Keyboard[p] );
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@@ -427,10 +427,10 @@ void ScreenNameEntryTraditional::Init()
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/* We always show the banner frame (if any), because fading from a graphic to
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* itself is ugly. */
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display.m_sprBannerFrame.SetName( ssprintf("BannerFrameP%i",p+1) );
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display.m_sprBannerFrame.Load( THEME->GetPathG(m_sName,ssprintf("banner frame p%i",p+1)) );
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display.m_sprBannerFrame->SetName( ssprintf("BannerFrameP%i",p+1) );
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SET_XY_AND_ON_COMMAND( display.m_sprBannerFrame );
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this->AddChild( &display.m_sprBannerFrame );
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this->AddChild( display.m_sprBannerFrame );
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}
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#undef SET_ON
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}
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@@ -79,7 +79,7 @@ private:
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vector<int> m_AlphabetLetter[NUM_PLAYERS];
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int m_SelectedChar[NUM_PLAYERS];
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AutoActor m_sprOutOfRanking[NUM_PLAYERS]; // shown if didn't make any high scores
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Sprite m_sprNameFrame[NUM_PLAYERS];
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AutoActor m_sprNameFrame[NUM_PLAYERS];
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BitmapText m_textSelection[NUM_PLAYERS];
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/* Feat display: */
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@@ -89,10 +89,10 @@ private:
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GradeDisplay m_Grade;
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DifficultyIcon m_DifficultyIcon;
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DifficultyMeter m_DifficultyMeter;
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BitmapText m_textCategory;
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BitmapText m_textCategory;
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PercentageDisplay m_textScore;
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Banner m_sprBanner;
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Sprite m_sprBannerFrame;
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Banner m_sprBanner;
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AutoActor m_sprBannerFrame;
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};
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vector<FeatDisplay> m_FeatDisplay[NUM_PLAYERS];
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