one path for parsing and theming player options - fixes "SuperShuffle" not themed
warn in ActiveAttackList if an invalid mod is encountered don't hard code font name
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@@ -232,7 +232,14 @@ void SaveCatalogXml()
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for( set<CString>::const_iterator iter = modifiers.begin(); iter != modifiers.end(); iter++ )
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{
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XNode* pNode2 = pNode->AppendChild( "Modifier", *iter );
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pNode2->AppendAttr( "DisplayAs", PlayerOptions::ThemeMod(*iter) );
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PlayerOptions po;
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CString s = *iter;
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po.FromString( s, false );
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vector<CString> v;
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po.GetThemedMods( v );
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if( v.empty() )
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continue;
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pNode2->AppendAttr( "DisplayAs", join(" ",v) );
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}
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}
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}
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