frame fixes
use numbers for score
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@@ -204,13 +204,6 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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for( i = 0; i < m_textAlphabet[p].size(); ++i )
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m_textAlphabet[p][i]->FinishTweening();
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/* We always show the banner frame (if any), because fading from a graphic to
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* itself is ugly. */
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m_sprBannerFrame[p].SetName( ssprintf("BannerFrameP%i",p+1) );
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m_sprBannerFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenNameEntryTraditional banner frame p%i",p+1)) );
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SET_XY_AND_ON_COMMAND( m_textSelection[p] );
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this->AddChild( &m_sprBannerFrame[p] );
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/* Show feat 0, hide others without tweening. Run the ON command for
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* all actors, even if we're going to hide it anyway, so any style commands
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* are run. */
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@@ -243,7 +236,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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}
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m_textScore[p][i].SetName( ssprintf("ScoreP%i",p+1) );
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m_textScore[p][i].LoadFromFont( THEME->GetPathToF("ScreenNameEntryTraditional score") );
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m_textScore[p][i].LoadFromNumbers( THEME->GetPathToN("ScreenNameEntryTraditional score") );
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if( PREFSMAN->m_bPercentageScoring )
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m_textScore[p][i].SetText( ssprintf("%.2f%%", feat.fPercentDP*100) );
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else
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@@ -262,6 +255,13 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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}
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#undef SET_ON
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/* We always show the banner frame (if any), because fading from a graphic to
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* itself is ugly. */
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m_sprBannerFrame[p].SetName( ssprintf("BannerFrameP%i",p+1) );
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m_sprBannerFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenNameEntryTraditional banner frame p%i",p+1)) );
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SET_XY_AND_ON_COMMAND( m_sprBannerFrame[p] );
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this->AddChild( &m_sprBannerFrame[p] );
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}
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this->PostScreenMessage( SM_ChangeDisplayedFeat, FEAT_INTERVAL );
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