store the path in the actor's name, so we can treat backgrounds like loaded
screens
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@@ -107,7 +107,6 @@ private:
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Actor *m_pSharedBGA; // BGA object that's persistent between screens
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CString m_sLastLoadedBackgroundPath;
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CString m_sDelayedScreen;
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CString m_sSystemMessage;
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vector<Screen*> m_vPreparedScreens;
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