We want to update the children manually, so we need to be overriding UpdateInternal(), not Update(). Overriding Update() was causing Update() to be called on each of our children twice.
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@@ -33,7 +33,7 @@ public:
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bool LoadFromCachedBanner( const RString &path );
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void SetMovingFast( bool fast ) { m_bMovingFast=fast; }
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virtual void Update( float fDeltaTime );
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virtual void UpdateInternal( float fDeltaTime );
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virtual void DrawPrimitives();
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// Lua
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