CString -> RString
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@@ -67,7 +67,7 @@ ActorFrame::ActorFrame( const ActorFrame &cpy ):
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}
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}
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void ActorFrame::LoadFromNode( const CString& sDir, const XNode* pNode )
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void ActorFrame::LoadFromNode( const RString& sDir, const XNode* pNode )
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{
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if( AutoLoadChildren() )
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LoadChildrenFromNode( sDir, pNode );
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@@ -77,7 +77,7 @@ void ActorFrame::LoadFromNode( const CString& sDir, const XNode* pNode )
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pNode->GetAttrValue( "UpdateRate", m_fUpdateRate );
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pNode->GetAttrValue( "FOV", m_fFOV );
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CString s;
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RString s;
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if( pNode->GetAttrValue( "VanishX", s ) )
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m_fVanishX = LuaHelpers::RunExpressionF( s );
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if( pNode->GetAttrValue( "VanishY", s ) )
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@@ -85,7 +85,7 @@ void ActorFrame::LoadFromNode( const CString& sDir, const XNode* pNode )
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m_bOverrideLighting = pNode->GetAttrValue( "Lighting", m_bLighting );
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}
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void ActorFrame::LoadChildrenFromNode( const CString& sDir, const XNode* pNode )
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void ActorFrame::LoadChildrenFromNode( const RString& sDir, const XNode* pNode )
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{
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// Shouldn't be calling this unless we're going to delete our children.
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ASSERT( m_bDeleteChildren );
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@@ -127,7 +127,7 @@ void ActorFrame::RemoveChild( Actor* pActor )
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m_SubActors.erase( iter );
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}
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Actor* ActorFrame::GetChild( const CString &sName )
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Actor* ActorFrame::GetChild( const RString &sName )
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{
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FOREACH( Actor*, m_SubActors, a )
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{
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@@ -340,7 +340,7 @@ void ActorFrame::SetPropagateCommands( bool b )
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m_bPropagateCommands = b;
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}
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void ActorFrame::PlayCommand( const CString &sCommandName, Actor* pParent )
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void ActorFrame::PlayCommand( const RString &sCommandName, Actor* pParent )
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{
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Actor::PlayCommand( sCommandName, pParent );
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