fix code names that aren't numbers. NEXT_SCREEN has this problem, too, but we may as well just transition that all to GameCommand anyway ...
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@@ -22,8 +22,8 @@
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#define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames")
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#define CHOICE( sChoiceName ) THEME->GetMetricM(m_sName,ssprintf("Choice%s",sChoiceName.c_str()))
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#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
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#define CODE( c ) THEME->GetMetric (m_sName,ssprintf("Code%d",c+1))
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#define CODE_ACTION( c ) THEME->GetMetricM(m_sName,ssprintf("Code%dAction",c+1))
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#define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str()))
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#define CODE_ACTION( s ) THEME->GetMetricM(m_sName,ssprintf("Code%sAction",s.c_str()))
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#define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1))
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#define IDLE_TIMEOUT_SCREEN THEME->GetMetric (m_sName,"IdleTimeoutScreen")
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#define ALLOW_DISABLED_PLAYER_INPUT THEME->GetMetricB(m_sName,"AllowDisabledPlayerInput")
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@@ -82,12 +82,12 @@ void ScreenSelect::Init()
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CString sCodeName = vsCodeNames[c];
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CodeItem code;
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if( !code.Load( CODE(c) ) )
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if( !code.Load( CODE(sCodeName) ) )
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continue;
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m_aCodes.push_back( code );
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GameCommand mc;
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mc.Load( c, CODE_ACTION(c) );
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mc.Load( c, CODE_ACTION(sCodeName) );
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m_aCodeChoices.push_back( mc );
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}
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}
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