change m_sprLineHighlight to AutoActor
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@@ -135,9 +135,9 @@ void ScreenOptions::Init()
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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{
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m_sprLineHighlight[p].Load( THEME->GetPathG(m_sName,"line highlight") );
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m_sprLineHighlight[p].Load( THEME->GetPathG(m_sName,"line highlight") );
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m_sprLineHighlight[p].SetName( "LineHighlight" );
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m_sprLineHighlight[p]->SetName( "LineHighlight" );
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m_sprLineHighlight[p].SetX( LINE_HIGHLIGHT_X );
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m_sprLineHighlight[p]->SetX( LINE_HIGHLIGHT_X );
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m_framePage.AddChild( &m_sprLineHighlight[p] );
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m_framePage.AddChild( m_sprLineHighlight[p] );
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}
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}
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// init cursors
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// init cursors
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@@ -315,13 +315,13 @@ void ScreenOptions::BeginScreen()
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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{
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m_sprLineHighlight[p].SetHidden( !GAMESTATE->IsHumanPlayer(p) );
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m_sprLineHighlight[p]->SetHidden( !GAMESTATE->IsHumanPlayer(p) );
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m_Cursor[p].SetHidden( !GAMESTATE->IsHumanPlayer(p) );
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m_Cursor[p].SetHidden( !GAMESTATE->IsHumanPlayer(p) );
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}
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}
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// Hide highlight if no rows are enabled.
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// Hide highlight if no rows are enabled.
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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m_sprLineHighlight[p].SetHidden( m_iCurrentRow[p] == -1 );
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m_sprLineHighlight[p]->SetHidden( m_iCurrentRow[p] == -1 );
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CHECKPOINT;
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CHECKPOINT;
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@@ -538,7 +538,7 @@ void ScreenOptions::TweenCursor( PlayerNumber pn )
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COMMAND( m_sprLineHighlight[pn], "Change" );
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COMMAND( m_sprLineHighlight[pn], "Change" );
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if( row.GetRowType() == OptionRow::ROW_EXIT )
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if( row.GetRowType() == OptionRow::ROW_EXIT )
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COMMAND( m_sprLineHighlight[pn], "ChangeToExit" );
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COMMAND( m_sprLineHighlight[pn], "ChangeToExit" );
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m_sprLineHighlight[pn].SetY( (float)iY );
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m_sprLineHighlight[pn]->SetY( (float)iY );
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}
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}
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}
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}
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@@ -111,7 +111,7 @@ protected:
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AutoActor m_sprPage;
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AutoActor m_sprPage;
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OptionsCursorPlus m_Cursor[NUM_PLAYERS];
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OptionsCursorPlus m_Cursor[NUM_PLAYERS];
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Sprite m_sprLineHighlight[NUM_PLAYERS];
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AutoActor m_sprLineHighlight[NUM_PLAYERS];
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BitmapText m_textPlayerName[NUM_PLAYERS];
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BitmapText m_textPlayerName[NUM_PLAYERS];
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BitmapText m_textExplanation[NUM_PLAYERS];
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BitmapText m_textExplanation[NUM_PLAYERS];
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