Don't scroll by default; do it in OnCommand.
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@@ -120,15 +120,11 @@ void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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float fSecondsPerItem = 1;
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float fNumItemsToDraw = 0;
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float fItemPaddingStart = 0;
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float fItemPaddingEnd = 0;
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CString sTransformFunction;
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int iSubdivisions = 1;
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GET_VALUE( "SecondsPerItem", fSecondsPerItem );
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GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
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GET_VALUE( "ItemPaddingStart", fItemPaddingStart );
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GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd );
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GET_VALUE( "TransformFunction", sTransformFunction );
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pNode->GetAttrValue( "Subdivisions", iSubdivisions );
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#undef GET_VALUE
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@@ -144,8 +140,6 @@ void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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iSubdivisions,
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bUseMask,
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false );
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SetCurrentAndDestinationItem( -fItemPaddingStart );
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SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd );
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pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
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}
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