remove m_sID
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@@ -93,15 +93,11 @@ public:
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void CopyTweening( const Actor &from );
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CString m_sName, m_sID;
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CString m_sName;
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/* m_sName is the name actors use to look up internal metrics for themselves, and for
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* filenames. m_sID is the name parents use to look up their own metrics for an actor
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* (usually via ActorUtil). (This is experimental; see DifficultyMeter.cpp for more
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* information.) */
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const CString &GetName() const { return m_sName; }
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const CString &GetID() const { return m_sID.empty() ? m_sName : m_sID; }
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virtual void SetName( const CString &sName, const CString &sID = "" ) { m_sName = sName; m_sID = sID; }
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const CString &GetID() const { return m_sName; }
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virtual void SetName( const CString &sName ) { m_sName = sName; }
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@@ -25,9 +25,9 @@ DifficultyList::~DifficultyList()
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{
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}
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void DifficultyList::SetName( const CString &sName, const CString &sID )
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void DifficultyList::SetName( const CString &sName )
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{
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ActorFrame::SetName( sName, sID );
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ActorFrame::SetName( sName );
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ITEMS_SPACING_Y.Load( m_sName, "ItemsSpacingY" );
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NUM_SHOWN_ITEMS.Load( m_sName, "NumShownItems" );
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@@ -16,7 +16,7 @@ class DifficultyList: public ActorFrame
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public:
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DifficultyList();
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virtual ~DifficultyList();
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virtual void SetName( const CString &sName, const CString &sID = "" );
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virtual void SetName( const CString &sName );
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void Load();
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void SetFromGameState();
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@@ -30,9 +30,9 @@ void HelpDisplay::LoadFromNode( const CString& sDir, const XNode* pNode )
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BitmapText::LoadFromNode( sDir, pNode );
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}
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void HelpDisplay::SetName( const CString &sName, const CString &sID )
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void HelpDisplay::SetName( const CString &sName )
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{
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BitmapText::SetName( sName, sID );
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BitmapText::SetName( sName );
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}
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void HelpDisplay::SetTips( const CStringArray &arrayTips, const CStringArray &arrayTipsAlt )
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@@ -22,7 +22,7 @@ public:
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void GetTips( CStringArray &arrayTipsOut, CStringArray &arrayTipsAltOut ) const { arrayTipsOut = m_arrayTips; arrayTipsAltOut = m_arrayTipsAlt; }
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virtual void Update( float fDeltaTime );
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virtual void SetName( const CString &sName, const CString &sID = "" );
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virtual void SetName( const CString &sName );
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// Lua
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virtual void PushSelf( lua_State *L );
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