remove VC6 scoping hacks
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@@ -662,15 +662,14 @@ void BGAnimationLayer::Update( float fDeltaTime )
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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unsigned i;
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for( i=0; i<m_SubActors.size(); i++ )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->Update( fDeltaTime );
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switch( m_Type )
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{
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case TYPE_SPRITE:
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for( i=0; i<m_SubActors.size(); i++ )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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{
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if( m_fTexCoordVelocityX || m_fTexCoordVelocityY )
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{
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@@ -714,7 +713,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
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break;
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*/
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case TYPE_PARTICLES:
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for( i=0; i<m_SubActors.size(); i++ )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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{
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Actor* pActor = m_SubActors[i];
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RageVector3 &vel = m_vParticleVelocity[i];
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@@ -809,7 +808,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
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}
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break;
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case EFFECT_TILE_PULSE:
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for( i=0; i<m_SubActors.size(); i++ )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->SetZoom( sinf( fSongBeat*PI/2 ) );
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break;
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@@ -1023,9 +1022,7 @@ void BGAnimationLayer::LoseFocus()
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void BGAnimationLayer::PlayCommand( const CString &sCommandName )
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{
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unsigned i;
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for( i=0; i<m_SubActors.size(); i++ )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->Command( ssprintf("playcommand,%s", sCommandName.c_str()) );
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CString sKey = sCommandName;
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@@ -1035,7 +1032,7 @@ void BGAnimationLayer::PlayCommand( const CString &sCommandName )
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if( it == m_asCommands.end() )
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return;
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for( i=0; i<m_SubActors.size(); i++ )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->Command( it->second );
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}
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