fix text banner message not loaded or played
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@@ -170,6 +170,7 @@ void EditMenu::Load( const RString &sType )
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m_SongTextBanner.SetName( "SongTextBanner" );
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m_SongTextBanner.SetName( "SongTextBanner" );
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m_SongTextBanner.Load( "TextBanner" );
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m_SongTextBanner.Load( "TextBanner" );
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ActorUtil::SetXY( m_SongTextBanner, sType );
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ActorUtil::SetXY( m_SongTextBanner, sType );
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ActorUtil::LoadAllCommands( m_SongTextBanner, sType );
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this->AddChild( &m_SongTextBanner );
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this->AddChild( &m_SongTextBanner );
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m_Meter.SetName( "Meter" );
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m_Meter.SetName( "Meter" );
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@@ -383,6 +384,12 @@ void EditMenu::OnRowValueChanged( EditMenuRow row )
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m_SongBanner.LoadFromSong( GetSelectedSong() );
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m_SongBanner.LoadFromSong( GetSelectedSong() );
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m_SongBanner.ScaleToClipped( SONG_BANNER_WIDTH, SONG_BANNER_HEIGHT );
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m_SongBanner.ScaleToClipped( SONG_BANNER_WIDTH, SONG_BANNER_HEIGHT );
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m_SongTextBanner.LoadFromSong( GetSelectedSong() );
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m_SongTextBanner.LoadFromSong( GetSelectedSong() );
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{
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Message msg( "Set" );
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msg.SetParam( "Song", GetSelectedSong() );
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m_SongTextBanner.HandleMessage( msg );
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}
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// fall through
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// fall through
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case ROW_STEPS_TYPE:
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case ROW_STEPS_TYPE:
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m_textValue[ROW_STEPS_TYPE].SetText( GAMEMAN->StepsTypeToLocalizedString(GetSelectedStepsType()) );
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m_textValue[ROW_STEPS_TYPE].SetText( GAMEMAN->StepsTypeToLocalizedString(GetSelectedStepsType()) );
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