Cleanup of theme element names
Renamed ScreenSelectMax* back to their old names Replaced all hard-coded transitions with TransitionBGAnimations
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+10
-4
@@ -266,6 +266,8 @@ void Actor::BeginTweening( float time, TweenType tt )
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{
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ASSERT( time >= 0 );
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time = max( time, 0 );
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ASSERT( m_TweenStates.size() < 50 ); // there's no reason for the number of tweens to ever go this large
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// add a new TweenState to the tail, and initialize it
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@@ -551,8 +553,7 @@ void Actor::Fade( float fSleepSeconds, CString sFadeString, float fFadeSeconds,
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void Actor::Command( CString sCommandString )
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{
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// add a snap tween in case the user forgets to use a tween as the first command
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// BeginTweening( 0.0001f, TWEEN_LINEAR );
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// OPTIMIZATION OPPORTUNITY: sCommandString could be parsed much more efficiently.
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CStringArray asCommands;
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split( sCommandString, ";", asCommands, true );
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@@ -623,8 +624,13 @@ void Actor::Command( CString sCommandString )
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else if( sName=="additiveblend" ) EnableAdditiveBlend( iParam(0)!=0 );
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else
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{
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LOG->Warn( "Unrecognized command name '%s' in command string '%s'.", sName.GetString(), sCommandString.GetString() );
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ASSERT(0);
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CString sError = ssprintf( "Unrecognized command name '%s' in command string '%s'.", sName.GetString(), sCommandString.GetString() );
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LOG->Warn( sError );
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#if defined(WIN32) // XXX arch?
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if( DISPLAY->IsWindowed() )
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MessageBox(NULL, sError, "Actor::Command", MB_OK);
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#endif
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}
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}
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}
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