use ActorUtil::GetWhere
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@@ -44,7 +44,7 @@ void DifficultyList::LoadFromNode( const RString& sDir, const XNode* pNode )
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{
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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( "ComboGraph in \"%s\" is missing the node \"CursorP%d\".", sDir.c_str(), pn+1 );
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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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/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
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@@ -55,7 +55,7 @@ void DifficultyList::LoadFromNode( const RString& sDir, const XNode* pNode )
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* colors; I think we do need a diffuse color stack ... */
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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( "ComboGraph in \"%s\" is missing the node \"CursorP%dFrame\".", sDir.c_str(), pn+1 );
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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].AddChild( m_Cursors[pn] );
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this->AddChild( &m_CursorFrames[pn] );
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