Changing KX_FontObject to look for a "Text" game property instead of a "text" property to match with bitmap font usage.
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@@ -118,8 +118,8 @@ void KX_FontObject::ProcessReplica()
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void KX_FontObject::DrawText()
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{
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/* Allow for some logic brick control */
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if(this->GetProperty("text"))
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m_text = split_string(this->GetProperty("text")->GetText());
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if(this->GetProperty("Text"))
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m_text = split_string(this->GetProperty("Text")->GetText());
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/* only draws the text if visible */
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if(this->GetVisible() == 0) return;
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