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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