"ParsedCommand" -> "ActorCommand"
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@@ -251,7 +251,7 @@ void Actor::UpdateTweening( float fDeltaTime )
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m_start = m_current; // set the start position
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// Execute the command in this tween (if any).
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const ParsedCommand &command = TS.command;
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const ActorCommand &command = TS.command;
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if( !command.vTokens.empty() )
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this->HandleCommand( command );
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}
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@@ -618,14 +618,14 @@ void Actor::AddRotationR( float rot )
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void Actor::Command( const CString &sCommands )
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{
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vector<ParsedCommand> vCommands;
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vector<ActorCommand> vCommands;
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ParseCommands( sCommands, vCommands );
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for( unsigned i=0; i<vCommands.size(); i++ )
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this->HandleCommand( vCommands[i] );
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}
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void Actor::HandleCommand( const ParsedCommand &command )
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void Actor::HandleCommand( const ActorCommand &command )
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{
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BeginHandleParams;
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@@ -741,7 +741,7 @@ void Actor::HandleCommand( const ParsedCommand &command )
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else if( sName=="playcommand" ) PlayCommand( sParam(1) );
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else if( sName=="queuecommand" )
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{
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ParsedCommand newcommand = command;
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ActorCommand newcommand = command;
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newcommand.vTokens.erase( newcommand.vTokens.begin() );
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QueueCommand( newcommand );
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return; // don't do parameter number checking
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@@ -906,7 +906,7 @@ void Actor::Sleep( float time )
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BeginTweening( 0, TWEEN_LINEAR );
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}
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void Actor::QueueCommand( ParsedCommand command )
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void Actor::QueueCommand( ActorCommand command )
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{
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BeginTweening( 0, TWEEN_LINEAR );
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DestTweenState().command = command;
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