Allow AutoActors for Stage and CouseNumber
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@@ -183,21 +183,17 @@ void ScreenSelectMusic::Init()
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this->AddChild( &m_DifficultyDisplay );
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{
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CStringArray StageTexts;
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GAMESTATE->GetAllStageTexts( StageTexts );
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for( unsigned i = 0; i < StageTexts.size(); ++i )
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vector<Stage> vStages;
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GAMESTATE->GetPossibleStages( vStages );
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FOREACH_CONST( Stage, vStages, s )
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{
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CString path = THEME->GetPathG( m_sName, "stage "+StageTexts[i], true );
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if( path != "" )
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TEXTUREMAN->CacheTexture( path );
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m_sprStage[*s].Load( THEME->GetPathG(m_sName,"stage "+StageToString(*s)) );
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m_sprStage[*s]->SetName( "Stage" );
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SET_XY( m_sprStage[*s] );
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this->AddChild( m_sprStage[*s] );
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}
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}
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// loaded in AfterMusicChange
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m_sprStage.SetName( "Stage" );
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SET_XY( m_sprStage );
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this->AddChild( &m_sprStage );
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m_sprCDTitleFront.SetName( "CDTitle" );
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m_sprCDTitleFront.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
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SET_XY( m_sprCDTitleFront );
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@@ -544,7 +540,7 @@ void ScreenSelectMusic::TweenOnScreen()
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ON_COMMAND( m_sprExplanation );
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ON_COMMAND( m_BPMDisplay );
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ON_COMMAND( m_DifficultyDisplay );
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ON_COMMAND( m_sprStage );
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ON_COMMAND( m_sprStage[GAMESTATE->GetCurrentStage()] );
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ON_COMMAND( m_sprCDTitleFront );
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ON_COMMAND( m_sprCDTitleBack );
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ON_COMMAND( m_GrooveRadar );
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@@ -600,7 +596,7 @@ void ScreenSelectMusic::TweenOffScreen()
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OFF_COMMAND( m_sprExplanation );
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OFF_COMMAND( m_BPMDisplay );
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OFF_COMMAND( m_DifficultyDisplay );
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OFF_COMMAND( m_sprStage );
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OFF_COMMAND( m_sprStage[GAMESTATE->GetCurrentStage()] );
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OFF_COMMAND( m_sprCDTitleFront );
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OFF_COMMAND( m_sprCDTitleBack );
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OFF_COMMAND( m_GrooveRadar );
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@@ -1842,7 +1838,10 @@ void ScreenSelectMusic::AfterMusicChange()
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g_StartedLoadingAt.Touch();
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// update stage counter display (long versions/marathons)
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m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+GAMESTATE->GetStageText()) );
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FOREACH_Stage( s )
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{
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m_sprStage[s]->SetHidden( s != GAMESTATE->GetCurrentStage() );
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}
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if( (int) m_Artists.size() > MAX_COURSE_ENTRIES_BEFORE_VARIOUS )
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{
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