const.
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@@ -840,7 +840,7 @@ void Actor::SetEffectPeriod( float fTime )
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m_fEffectHoldAtZero = 0;
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m_fEffectHoldAtZero = 0;
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}
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}
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float Actor::GetEffectPeriod()
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float Actor::GetEffectPeriod() const
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{
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{
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return m_fEffectRampUp + m_fEffectHoldAtHalf + m_fEffectRampDown + m_fEffectHoldAtZero;
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return m_fEffectRampUp + m_fEffectHoldAtHalf + m_fEffectRampDown + m_fEffectHoldAtZero;
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}
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}
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@@ -1168,7 +1168,7 @@ void Actor::AddCommand( const RString &sCmdName, apActorCommands apac )
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}
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}
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}
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}
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bool Actor::HasCommand( const RString &sCmdName )
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bool Actor::HasCommand( const RString &sCmdName ) const
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{
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{
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return GetCommand(sCmdName) != NULL;
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return GetCommand(sCmdName) != NULL;
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}
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}
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@@ -271,7 +271,7 @@ public:
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void SetEffectColor1( RageColor c ) { m_effectColor1 = c; }
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void SetEffectColor1( RageColor c ) { m_effectColor1 = c; }
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void SetEffectColor2( RageColor c ) { m_effectColor2 = c; }
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void SetEffectColor2( RageColor c ) { m_effectColor2 = c; }
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void SetEffectPeriod( float fTime );
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void SetEffectPeriod( float fTime );
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float GetEffectPeriod();
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float GetEffectPeriod() const;
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void SetEffectTiming( float fRampUp, float fAtHalf, float fRampDown, float fAtZero );
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void SetEffectTiming( float fRampUp, float fAtHalf, float fRampDown, float fAtZero );
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void SetEffectOffset( float fTime ) { m_fEffectOffset = fTime; }
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void SetEffectOffset( float fTime ) { m_fEffectOffset = fTime; }
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void SetEffectClock( EffectClock c ) { m_EffectClock = c; }
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void SetEffectClock( EffectClock c ) { m_EffectClock = c; }
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@@ -355,7 +355,7 @@ public:
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// Named commands
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// Named commands
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//
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//
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void AddCommand( const RString &sCmdName, apActorCommands apac );
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void AddCommand( const RString &sCmdName, apActorCommands apac );
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bool HasCommand( const RString &sCmdName );
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bool HasCommand( const RString &sCmdName ) const;
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const apActorCommands *GetCommand( const RString &sCommandName ) const;
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const apActorCommands *GetCommand( const RString &sCommandName ) const;
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void PlayCommand( const RString &sCommandName ) { HandleMessage( Message(sCommandName) ); } // convenience
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void PlayCommand( const RString &sCommandName ) { HandleMessage( Message(sCommandName) ); } // convenience
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void PlayCommandNoRecurse( const Message &msg );
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void PlayCommandNoRecurse( const Message &msg );
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