subscrube to required messages in C++ code rather than requiring theme to receive messages and funnel them through
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@@ -18,6 +18,12 @@ REGISTER_ACTOR_CLASS( DifficultyList )
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DifficultyList::DifficultyList()
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DifficultyList::DifficultyList()
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{
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{
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m_bShown = true;
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m_bShown = true;
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FOREACH_ENUM( PlayerNumber, pn )
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{
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SubscribeToMessage( (MessageID)(Message_CurrentStepsP1Changed+pn) );
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SubscribeToMessage( (MessageID)(Message_CurrentTrailP1Changed+pn) );
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}
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}
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}
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DifficultyList::~DifficultyList()
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DifficultyList::~DifficultyList()
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@@ -356,6 +362,19 @@ void DifficultyList::Hide()
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COMMAND( m_Cursors[pn], "Hide" );
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COMMAND( m_Cursors[pn], "Hide" );
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}
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}
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void DifficultyList::HandleMessage( const Message &msg )
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{
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FOREACH_ENUM( PlayerNumber, pn )
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{
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if( msg.GetName() == MessageIDToString((MessageID)(Message_CurrentStepsP1Changed+pn)) ||
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msg.GetName() == MessageIDToString((MessageID)(Message_CurrentTrailP1Changed+pn)) )
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SetFromGameState();
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}
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ActorFrame::HandleMessage(msg);
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}
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// lua start
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// lua start
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#include "LuaBinding.h"
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#include "LuaBinding.h"
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@@ -17,6 +17,8 @@ public:
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virtual DifficultyList *Copy() const;
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virtual DifficultyList *Copy() const;
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virtual void LoadFromNode( const XNode* pNode );
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virtual void LoadFromNode( const XNode* pNode );
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void HandleMessage( const Message &msg );
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void SetFromGameState();
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void SetFromGameState();
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void TweenOnScreen();
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void TweenOnScreen();
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void TweenOffScreen();
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void TweenOffScreen();
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