cleanup
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@@ -173,22 +173,6 @@ Actor* ActorUtil::LoadFromActorFile( const CString& sDir, const XNode* pNode )
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if( !bHasClass )
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bHasClass = pNode->GetAttrValue( "Type", sClass ); // for backward compatibility
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CString sFile;
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if( pNode->GetAttrValue( "File", sFile ) )
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{
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if( sFile == "" )
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{
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CString sError = ssprintf( "The actor file in '%s' has a blank, invalid File attribute \"%s\"",
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sDir.c_str(), sClass.c_str() );
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RageException::Throw( sError );
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}
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}
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LuaHelpers::RunAtExpressionS( sFile );
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bool bIsAbsolutePath = sFile.Left(1) == "/";
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FixSlashesInPlace( sFile );
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// backward compat hack
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if( !bHasClass )
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{
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@@ -206,6 +190,7 @@ Actor* ActorUtil::LoadFromActorFile( const CString& sDir, const XNode* pNode )
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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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@@ -236,8 +221,15 @@ Actor* ActorUtil::LoadFromActorFile( const CString& sDir, const XNode* pNode )
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else // sClass is empty or garbage (e.g. "1" // 0==Sprite")
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{
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// automatically figure out the type
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CString sFile;
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pNode->GetAttrValue( "File", sFile );
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LuaHelpers::RunAtExpressionS( sFile );
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bool bIsAbsolutePath = sFile.Left(1) == "/";
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FixSlashesInPlace( sFile );
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/* Be careful: if sFile is "", and we don't check it, then we can end up recursively
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* loading the BGAnimationLayer that we're in. */
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* loading the layer we're in. */
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if( sFile == "" )
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{
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CString sError = ssprintf( "The actor file in '%s' is missing the File attribute or has an invalid Class \"%s\"",
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