fix UpdateStage overrides OnCommands that hide m_sprStage
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@@ -64,10 +64,18 @@ void ScreenWithMenuElements::Init()
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{
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{
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m_sprStage[*s].Load( THEME->GetPathG(m_sName,"stage "+StageToString(*s)) );
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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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m_sprStage[*s]->SetName( "Stage" );
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}
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// UpdateStage to hide/show the appropriate stage graphic. Do this before
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// running the OnCommand so that it won't override the OnCommand if On chooses
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// to hide the graphic.
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UpdateStage();
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FOREACH_CONST( Stage, vStages, s )
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{
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SET_XY_AND_ON_COMMAND( m_sprStage[*s] );
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SET_XY_AND_ON_COMMAND( m_sprStage[*s] );
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this->AddChild( m_sprStage[*s] );
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this->AddChild( m_sprStage[*s] );
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}
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}
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UpdateStage();
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}
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}
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if( MEMORY_CARD_ICONS )
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if( MEMORY_CARD_ICONS )
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@@ -255,7 +263,8 @@ void ScreenWithMenuElements::HandleMessage( const CString& sMessage )
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void ScreenWithMenuElements::UpdateStage()
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void ScreenWithMenuElements::UpdateStage()
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{
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{
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// update stage counter display (long versions/marathons)
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// Refresh the stage counter display. This is useful when changing
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// between long versions/marathons songs on the wheel.
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FOREACH_Stage( s )
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FOREACH_Stage( s )
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m_sprStage[s]->SetHidden( s != GAMESTATE->GetCurrentStage() );
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m_sprStage[s]->SetHidden( s != GAMESTATE->GetCurrentStage() );
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}
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}
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