remove old compat
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@@ -7,15 +7,11 @@
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#include "ThemeManager.h"
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#include "ThemeManager.h"
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#include "RageFileManager.h"
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#include "RageFileManager.h"
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#include "RageLog.h"
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#include "RageLog.h"
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#include "song.h"
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#include "EnumHelper.h"
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#include "GameState.h"
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#include "Course.h"
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#include "XmlFile.h"
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#include "XmlFile.h"
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#include "FontCharAliases.h"
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#include "LuaManager.h"
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#include "LuaManager.h"
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#include "MessageManager.h"
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#include "MessageManager.h"
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#include "Foreach.h"
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#include "Foreach.h"
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#include "Banner.h"
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#include "arch/Dialog/Dialog.h"
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#include "arch/Dialog/Dialog.h"
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@@ -186,37 +182,6 @@ Actor* ActorUtil::LoadFromActorFile( const CString& sDir, const XNode* pNode )
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{
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{
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pReturn = ActorUtil::Create( sClass, sDir, pNode );
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pReturn = ActorUtil::Create( sClass, sDir, pNode );
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}
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}
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else if( sClass == "SongBackground" )
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{
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Song *pSong = GAMESTATE->m_pCurSong;
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CString sFile;
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if( pSong && pSong->HasBackground() )
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sFile = pSong->GetBackgroundPath();
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else
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sFile = THEME->GetPathG("Common","fallback background");
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/* Always load song backgrounds with SongBGTexture. It sets texture properties;
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* if we load a background without setting those properties, we'll end up
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* with duplicates. */
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sFile );
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pSprite->LoadFromNode( sDir, pNode );
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pReturn = pSprite;
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}
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else if( sClass == "SongBanner" )
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{
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Banner *pBanner = new Banner;
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pBanner->LoadFromSong( GAMESTATE->m_pCurSong );
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pBanner->LoadFromNode( sDir, pNode );
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pReturn = pBanner;
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}
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else if( sClass == "CourseBanner" )
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{
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Banner *pBanner = new Banner;
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pBanner->LoadFromCourse( GAMESTATE->m_pCurCourse );
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pBanner->LoadFromNode( sDir, pNode );
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pReturn = pBanner;
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}
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else // sClass is empty or garbage (e.g. "1" // 0==Sprite")
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else // sClass is empty or garbage (e.g. "1" // 0==Sprite")
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{
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{
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// automatically figure out the type
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// automatically figure out the type
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