const fixes
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@@ -20,7 +20,7 @@
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#include "arch/Dialog/Dialog.h"
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Actor* LoadFromActorFile( CString sIniPath, CString sLayer )
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Actor* LoadFromActorFile( const CString &sIniPath, const CString &sLayer )
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{
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// TODO: Check for recursive loading
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IniFile ini;
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@@ -234,7 +234,7 @@ retry:
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return pActor;
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}
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Actor* MakeActor( RageTextureID ID )
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Actor* MakeActor( const RageTextureID &ID )
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{
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CString sExt = GetExtension( ID.filename );
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sExt.MakeLower();
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@@ -275,13 +275,13 @@ Actor* MakeActor( RageTextureID ID )
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ID.filename.c_str(), sExt.c_str() );
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}
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void UtilSetXY( Actor& actor, CString sClassName )
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void UtilSetXY( Actor& actor, const CString &sClassName )
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{
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ASSERT( !actor.GetID().empty() );
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actor.SetXY( THEME->GetMetricF(sClassName,actor.GetID()+"X"), THEME->GetMetricF(sClassName,actor.GetID()+"Y") );
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}
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void UtilCommand( Actor& actor, CString sClassName, CString sCommandName )
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void UtilCommand( Actor& actor, const CString &sClassName, const CString &sCommandName )
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{
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// If Actor is hidden, it won't get updated or drawn, so don't bother tweening.
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/* ... but we might be unhiding it, or setting state for when we unhide it later */
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@@ -305,13 +305,13 @@ void UtilCommand( Actor& actor, CString sClassName, CString sCommandName )
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actor.Command( THEME->GetMetric(sClassName,actor.GetID()+sCommandName+"Command") );
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}
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void AutoActor::Load( CString sPath )
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void AutoActor::Load( const CString &sPath )
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{
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Unload();
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m_pActor = MakeActor( sPath );
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}
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void AutoActor::LoadAndSetName( CString sScreenName, CString sActorName )
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void AutoActor::LoadAndSetName( const CString &sScreenName, const CString &sActorName )
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{
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Load( THEME->GetPathG(sScreenName,sActorName) );
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m_pActor->SetName( sActorName );
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