For the most part, the player's highlight-bar sizing has been corrected. Will try to fix this more, later. need sleep ...
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@@ -97,7 +97,6 @@ ScreenSelectDifficultyEX::ScreenSelectDifficultyEX() : ScreenSelect( "ScreenSele
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m_sprHighlight[p].Load( (PlayerNumber)p, false );
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m_sprHighlight[p].SetX( DIFFICULTYICON_X(0) );
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m_sprHighlight[p].SetY( DIFFICULTYICON_Y(0) );
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m_sprHighlight[p].SetBarWidth( m_sprDifficultyIcon[0].GetZoomedWidth() + 20 + m_textDifficultyText[0].GetZoomedWidth() * 3 );
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this->AddChild( &m_sprHighlight[p] );
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this->MoveToHead( &m_sprHighlight[p] );
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}
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@@ -261,7 +260,10 @@ void ScreenSelectDifficultyEX::SetAllPlayersSelection( int iChoice, bool bSwitch
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CString sPictureFile = ssprintf( "ScreenSelectDifficultyEX picture %s", m_ModeChoices[m_iChoice[p]].name );
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m_sprInfo[p].Load( THEME->GetPathToG(sInfoFile) );
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m_sprPicture[p].Load( THEME->GetPathToG(sPictureFile) );
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m_sprHighlight[p].SetXY( DIFFICULTYICON_X( iChoice ), DIFFICULTYICON_Y( iChoice ) );
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int iDiffIndex = GetSelectionIndex((PlayerNumber)p);
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m_sprHighlight[p].SetBarWidth( 20 + m_sprDifficultyIcon[iDiffIndex].GetZoomedWidth() + (m_textDifficultyText[iDiffIndex].GetWidestLineWidthInSourcePixels() /2) );
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m_sprHighlight[p].SetXY( DIFFICULTYICON_X(m_iChoice[p]) + 35, DIFFICULTYICON_Y(m_iChoice[p]) );
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}
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m_soundChange.Play();
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@@ -300,8 +302,10 @@ void ScreenSelectDifficultyEX::Change( PlayerNumber pn, int iNewChoice )
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CString sPictureFile = ssprintf( "ScreenSelectDifficultyEX picture %s", m_ModeChoices[m_iChoice[p]].name );
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m_sprInfo[p].Load( THEME->GetPathToG(sInfoFile) );
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m_sprPicture[p].Load( THEME->GetPathToG(sPictureFile) );
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m_sprHighlight[p].SetXY( DIFFICULTYICON_X(m_iChoice[p]), DIFFICULTYICON_Y(m_iChoice[p]) );
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int iDiffIndex = GetSelectionIndex((PlayerNumber)p);
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m_sprHighlight[p].SetBarWidth( 20 + m_sprDifficultyIcon[iDiffIndex].GetZoomedWidth() + (m_textDifficultyText[iDiffIndex].GetWidestLineWidthInSourcePixels() /2) );
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m_sprHighlight[p].SetXY( DIFFICULTYICON_X(m_iChoice[p]) + 30, DIFFICULTYICON_Y(m_iChoice[p]) );
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}
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m_soundChange.Play();
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