remove unused params
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@@ -433,7 +433,7 @@ void ActorUtil::LoadCommandFromName( Actor& actor, const RString &sType, const R
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actor.AddCommand( sCommandName, THEME->GetMetricA(sType,sName+sCommandName+"Command") );
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}
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void ActorUtil::LoadAndPlayCommand( Actor& actor, const RString &sType, const RString &sCommandName, Actor* pParent )
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void ActorUtil::LoadAndPlayCommand( Actor& actor, const RString &sType, const RString &sCommandName )
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{
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// HACK: It's very often that we command things to TweenOffScreen
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// that we aren't drawing. We know that an Actor is not being
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@@ -461,7 +461,7 @@ void ActorUtil::LoadAndPlayCommand( Actor& actor, const RString &sType, const RS
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LoadCommand( actor, sType, sCommandName );
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}
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actor.PlayCommand( sCommandName, pParent );
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actor.PlayCommand( sCommandName );
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}
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void ActorUtil::LoadAllCommands( Actor& actor, const RString &sType )
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@@ -47,23 +47,23 @@ namespace ActorUtil
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void SetXY( Actor& actor, const RString &sType );
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void LoadCommand( Actor& actor, const RString &sType, const RString &sCommandName );
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void LoadCommandFromName( Actor& actor, const RString &sType, const RString &sCommandName, const RString &sName );
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void LoadAndPlayCommand( Actor& actor, const RString &sType, const RString &sCommandName, Actor* pParent = NULL );
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void LoadAndPlayCommand( Actor& actor, const RString &sType, const RString &sCommandName );
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void LoadAllCommands( Actor& actor, const RString &sType );
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void LoadAllCommandsFromName( Actor& actor, const RString &sType, const RString &sName );
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inline void OnCommand( Actor& actor, const RString &sType, Actor* pParent = NULL ) { LoadAndPlayCommand( actor, sType, "On", pParent ); }
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inline void OnCommand( Actor& actor, const RString &sType ) { LoadAndPlayCommand( actor, sType, "On" ); }
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inline void OffCommand( Actor& actor, const RString &sType ) { LoadAndPlayCommand( actor, sType, "Off" ); }
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inline void SetXYAndOnCommand( Actor& actor, const RString &sType, Actor* pParent = NULL )
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inline void SetXYAndOnCommand( Actor& actor, const RString &sType )
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{
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SetXY( actor, sType );
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OnCommand( actor, sType, pParent );
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OnCommand( actor, sType );
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}
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/* convenience */
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inline void SetXY( Actor* pActor, const RString &sType ) { SetXY( *pActor, sType ); }
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inline void LoadAndPlayCommand( Actor* pActor, const RString &sType, const RString &sCommandName, Actor* pParent = NULL ) { if(pActor) LoadAndPlayCommand( *pActor, sType, sCommandName, pParent ); }
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inline void OnCommand( Actor* pActor, const RString &sType, Actor* pParent = NULL ) { if(pActor) OnCommand( *pActor, sType, pParent ); }
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inline void LoadAndPlayCommand( Actor* pActor, const RString &sType, const RString &sCommandName ) { if(pActor) LoadAndPlayCommand( *pActor, sType, sCommandName ); }
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inline void OnCommand( Actor* pActor, const RString &sType ) { if(pActor) OnCommand( *pActor, sType ); }
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inline void OffCommand( Actor* pActor, const RString &sType ) { if(pActor) OffCommand( *pActor, sType ); }
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inline void SetXYAndOnCommand( Actor* pActor, const RString &sType, Actor* pParent = NULL ) { if(pActor) SetXYAndOnCommand( *pActor, sType, pParent ); }
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inline void SetXYAndOnCommand( Actor* pActor, const RString &sType ) { if(pActor) SetXYAndOnCommand( *pActor, sType ); }
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// Return a Sprite, BitmapText, or Model depending on the file type
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Actor* LoadFromNode( const RString& sAniDir, const XNode* pNode );
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