remove unused "m_sprNonPresence". if additional graphics are needed, use the overlay/underlay layers
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@@ -330,14 +330,6 @@ void ScreenSelectMusic::Init()
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ActorUtil::LoadAllCommands( m_sprOptionsMessage, m_sName );
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//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
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FOREACH_PlayerNumber( p )
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{
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m_sprNonPresence[p].SetName( ssprintf("NonPresenceP%d",p+1) );
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m_sprNonPresence[p].Load( THEME->GetPathG(m_sName,ssprintf("nonpresence p%d",p+1)) );
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SET_XY( m_sprNonPresence[p] );
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this->AddChild( &m_sprNonPresence[p] );
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}
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m_bgOptionsOut.Load( THEME->GetPathB(m_sName,"options out") );
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// this->AddChild( &m_bgOptionsOut ); // drawn on top
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m_bgNoOptionsOut.Load( THEME->GetPathB(m_sName,"no options out") );
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@@ -410,13 +402,6 @@ void ScreenSelectMusic::TweenSongPartsOnScreen( bool Initial )
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ON_COMMAND( m_AutoGenIcon[p] );
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}
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}
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{
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FOREACH_PlayerNumber( p )
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{
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ON_COMMAND( m_sprNonPresence[p] );
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}
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}
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}
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void ScreenSelectMusic::TweenSongPartsOffScreen( bool Final )
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@@ -443,13 +428,6 @@ void ScreenSelectMusic::TweenSongPartsOffScreen( bool Final )
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OFF_COMMAND( m_AutoGenIcon[p] );
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}
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}
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{
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FOREACH_PlayerNumber( p )
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{
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OFF_COMMAND( m_sprNonPresence[p] );
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}
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}
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}
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void ScreenSelectMusic::TweenCoursePartsOnScreen( bool Initial )
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@@ -115,7 +115,6 @@ protected:
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BitmapText m_textTotalTime;
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OptionIconRow m_OptionIconRow[NUM_PLAYERS];
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Sprite m_sprMeterFrame[NUM_PLAYERS];
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Sprite m_sprNonPresence[NUM_PLAYERS];
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DifficultyMeter m_DifficultyMeter[NUM_PLAYERS];
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MusicSortDisplay m_MusicSortDisplay;
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Sprite m_sprHighScoreFrame[NUM_PLAYERS];
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