Integrate C++11 branch into 5_1-new
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@@ -402,16 +402,16 @@ void BGAnimationLayer::LoadFromNode( const XNode* pNode )
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{
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m_Type = TYPE_TILES;
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}
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else if( StringToInt(type) == 1 )
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else if( std::stoi(type) == 1 )
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{
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m_Type = TYPE_SPRITE;
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bStretch = true;
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}
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else if( StringToInt(type) == 2 )
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else if( std::stoi(type) == 2 )
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{
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m_Type = TYPE_PARTICLES;
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}
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else if( StringToInt(type) == 3 )
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else if( std::stoi(type) == 3 )
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{
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m_Type = TYPE_TILES;
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}
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@@ -482,7 +482,7 @@ void BGAnimationLayer::LoadFromNode( const XNode* pNode )
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for( int i=0; i<iNumParticles; i++ )
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{
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Actor* pActor = ActorUtil::MakeActor( sFile, this );
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if( pActor == NULL )
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if( pActor == nullptr )
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continue;
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this->AddChild( pActor );
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pActor->SetXY( randomf(float(FullScreenRectF.left),float(FullScreenRectF.right)),
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@@ -520,7 +520,7 @@ void BGAnimationLayer::LoadFromNode( const XNode* pNode )
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for( unsigned i=0; i<NumSprites; i++ )
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{
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Actor* pSprite = ActorUtil::MakeActor( sFile, this );
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if( pSprite == NULL )
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if( pSprite == nullptr )
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continue;
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this->AddChild( pSprite );
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pSprite->SetTextureWrapping( true ); // gets rid of some "cracks"
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