LoadFromNode(sDir, pNode) -> LoadFromNode(pNode)
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@@ -28,9 +28,9 @@ DifficultyList::~DifficultyList()
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{
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}
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void DifficultyList::LoadFromNode( const RString& sDir, const XNode* pNode )
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void DifficultyList::LoadFromNode( const XNode* pNode )
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{
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ActorFrame::LoadFromNode( sDir, pNode );
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ActorFrame::LoadFromNode( pNode );
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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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@@ -45,7 +45,7 @@ void DifficultyList::LoadFromNode( const RString& sDir, const XNode* pNode )
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const XNode *pChild = pNode->GetChild( ssprintf("CursorP%i",pn+1) );
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if( pChild == NULL )
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RageException::Throw( "%s: ComboGraph: missing the node \"CursorP%d\"", ActorUtil::GetWhere(pNode).c_str(), pn+1 );
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m_Cursors[pn].LoadFromNode( sDir, pChild );
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m_Cursors[pn].LoadFromNode( pChild );
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/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
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* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
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@@ -56,7 +56,7 @@ void DifficultyList::LoadFromNode( const RString& sDir, const XNode* pNode )
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pChild = pNode->GetChild( ssprintf("CursorP%iFrame",pn+1) );
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if( pChild == NULL )
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RageException::Throw( "%s: ComboGraph: missing the node \"CursorP%dFrame\"", ActorUtil::GetWhere(pNode).c_str(), pn+1 );
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m_CursorFrames[pn].LoadFromNode( sDir, pChild );
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m_CursorFrames[pn].LoadFromNode( pChild );
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m_CursorFrames[pn].AddChild( m_Cursors[pn] );
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this->AddChild( &m_CursorFrames[pn] );
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}
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