add some system direction stuff [Midiman]
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@@ -7,5 +7,6 @@ t[#t+1] = StandardDecorationFromFileOptional("CurrentGametype","CurrentGametype"
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t[#t+1] = StandardDecorationFromFileOptional("LifeDifficulty","LifeDifficulty");
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t[#t+1] = StandardDecorationFromFileOptional("TimingDifficulty","TimingDifficulty");
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t[#t+1] = StandardDecorationFromFileOptional("NetworkStatus","NetworkStatus");
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t[#t+1] = StandardDecorationFromFileOptional("SystemDirection","SystemDirection");
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return t
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@@ -8,9 +8,12 @@ return Def.CourseContentsList {
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HideCommand=cmd(linear,0.3;zoomy,0);
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SetCommand=function(self)
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self:SetFromGameState();
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self:PositionItems();
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self:SetTransformFromHeight(44);
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self:SetCurrentAndDestinationItem(0);
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-- self:SetDestinationItem( self:GetNumItems()-2 );
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self:SetLoop(false);
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self:SetMask(270,44);
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self:SetMask(270,0);
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end;
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CurrentTrailP1ChangedMessageCommand=cmd(playcommand,"Set");
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CurrentTrailP2ChangedMessageCommand=cmd(playcommand,"Set");
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@@ -34,7 +37,7 @@ return Def.CourseContentsList {
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};
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Def.TextBanner {
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InitCommand=cmd(x,-96;y,1;Load,"TextBanner";SetFromString,"", "", "", "", "", "");
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InitCommand=cmd(x,-128;y,1;Load,"TextBanner";SetFromString,"", "", "", "", "", "");
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SetSongCommand=function(self, params)
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if params.Song then
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if GAMESTATE:GetCurrentCourse():GetDisplayFullTitle() == "Abomination" then
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@@ -65,17 +68,17 @@ return Def.CourseContentsList {
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end;
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};
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LoadFont("CourseEntryDisplay","number") .. {
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InitCommand=cmd(x,-114-8;y,-12;shadowlength,1);
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--[[ LoadFont("CourseEntryDisplay","number") .. {
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InitCommand=cmd(x,114+8;y,-12;shadowlength,1);
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SetSongCommand=function(self, params)
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self:settext(string.format("#%i", params.Number));
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(cmd(finishtweening;zoom,0.5;zoomy,0.5*1.5;diffusealpha,0;sleep,0.125*params.Number;linear,0.125;diffusealpha,1;linear,0.05;zoomy,0.5*1;zoomx,0.5*1.1;glow,color("1,1,1,0.5");decelerate,0.1;zoom,0.5;glow,color("1,1,1,0")))(self);
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end;
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};
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}; --]]
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LoadFont("CourseEntryDisplay","difficulty") .. {
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Text="0";
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InitCommand=cmd(x,-114;y,3;zoom,0.75;shadowlength,1);
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InitCommand=cmd(x,114;y,0;zoom,0.75;shadowlength,1);
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SetSongCommand=function(self, params)
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if params.PlayerNumber ~= GAMESTATE:GetMasterPlayerNumber() then return end
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self:settext( params.Meter );
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@@ -0,0 +1,40 @@
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local t = Def.ActorFrame {};
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local tInfo = {
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{"EventMode","Stages"},
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{"LifeDifficulty","Life"},
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{"TimingDifficulty","Difficulty"},
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};
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local fSpacingX = 72;
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local function MakeIcon( sTarget )
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local t = Def.ActorFrame {
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LoadActor(THEME:GetPathG("MenuTimer","Frame"));
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LoadFont("Common Normal") .. {
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Text=sTarget[2];
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InitCommand=cmd(y,24+2;zoom,0.5;shadowlength,1);
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};
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--
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LoadFont("Common Normal") .. {
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Text="TEST";
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-- Text=( PREFSMAN:GetPreference("EventMode") ) and "∞" or PREFSMAN:GetPreference("SongsPerPlay");
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OnCommand=cmd(settext,"4");
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Condition=sTarget[1] == "EventMode";
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};
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--
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--[[ for i=1,8 do
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t[#t+1] = Def.Quad {
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InitCommand=cmd(vertalign,bottom;zoomto,4,10+(i*4));
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};
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end --]]
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};
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return t
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end;
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for i=1,#tInfo do
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t[#t+1] = MakeIcon( tInfo[i] ) .. {
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InitCommand=cmd(x,(i-1)*fSpacingX);
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};
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end
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return t
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@@ -10,29 +10,40 @@ function MakeBitmapTest()
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};
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end
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for s in ivalues(Stage) do
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if not PREFSMAN:GetPreference("EventMode") then
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for s in ivalues(Stage) do
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stages[#stages+1] = MakeBitmapTest() .. {
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SetCommand=function(self, params)
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local Stage = GAMESTATE:GetCurrentStage();
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local StageIndex = GAMESTATE:GetCurrentStageIndex();
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local screen = SCREENMAN:GetTopScreen();
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local cStageOutlineColor = ColorDarkTone( StageToStrokeColor(s) );
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cStageOutlineColor[4] = 0.75;
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if screen and screen.GetStageStats then
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local ss = screen:GetStageStats();
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Stage = ss:GetStage();
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StageIndex = ss:GetStageIndex();
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end
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self:visible( Stage == s );
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if Stage == 'Stage_Event' then
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self:settext( StageToLocalizedString(Stage) .. " Mode" );
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else
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self:settext( StageToLocalizedString(Stage) .. " Stage" );
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end
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self:diffuse( StageToColor(s) );
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self:diffusebottomedge( ColorMidTone(StageToColor(s)) );
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self:strokecolor( cStageOutlineColor );
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end;
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}
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end
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else
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stages[#stages+1] = MakeBitmapTest() .. {
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SetCommand=function(self, params)
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local Stage = GAMESTATE:GetCurrentStage();
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local StageIndex = GAMESTATE:GetCurrentStageIndex();
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local screen = SCREENMAN:GetTopScreen();
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local cStageOutlineColor = ColorDarkTone( StageToStrokeColor(s) );
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cStageOutlineColor[4] = 0.75;
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if screen and screen.GetStageStats then
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local ss = screen:GetStageStats();
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Stage = ss:GetStage();
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StageIndex = ss:GetStageIndex();
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end
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self:visible( Stage == s );
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if Stage == 'Stage_Event' then
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self:settext( StageToLocalizedString(Stage) .. " Mode" );
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else
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self:settext( StageToLocalizedString(Stage) .. " Stage" );
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end
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self:diffuse( StageToColor(s) );
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self:diffusebottomedge( ColorMidTone(StageToColor(s)) );
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self:strokecolor( cStageOutlineColor );
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SetCommand=function(self,params)
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local Stage = GAMESTATE:GetCurrentStageIndex();
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self:settextf( "Stage %03i", Stage);
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self:diffuse( StageToColor('Stage_1st') );
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self:diffusebottomedge( ColorMidTone(StageToColor('Stage_1st')) );
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self:strokecolor( Colors.Alpha( ColorDarkTone(StageToColor('Stage_1st')), 0.75) );
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end;
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}
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end
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@@ -552,7 +552,7 @@ PillTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) \
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end
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TextureCoordScaleX=1
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NumPills=1
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AlwaysBounceNormalBar=true
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AlwaysBounceNormalBar=false
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[TextBanner]
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TitleOnCommand=horizalign,left;shadowlength,1;
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@@ -699,6 +699,12 @@ TimingDifficultyY=(SCREEN_HEIGHT*0.1575)-24
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TimingDifficultyOnCommand=vertalign,bottom;horizalign,right;zoom,0.5;
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TimingDifficultyOffCommand=
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#
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ShowSystemDirection=true
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SystemDirectionX=SCREEN_LEFT+40
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SystemDirectionY=SCREEN_TOP+24
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SystemDirectionOnCommand=
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SystemDirectionOffCommand=
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#
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ShowVersionInfo=true
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VersionInfoX=SCREEN_WIDTH*0.9875
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VersionInfoY=SCREEN_HEIGHT*0.8825
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@@ -837,7 +843,7 @@ WrapScroller=false
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UseIconMetrics=true
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#
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IconGainFocusCommand=stoptweening;bounceend,0.125;zoom,1;
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IconLoseFocusCommand=stoptweening;decelerate,0.25;zoom,0.6;
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IconLoseFocusCommand=stoptweening;decelerate,0.125;zoom,0.6;
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#
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IconChoiceEasyX=SCREEN_CENTER_X-160
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IconChoiceEasyY=SCREEN_CENTER_Y-48
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