for easier debugging
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@@ -198,7 +198,10 @@ void ActorFrame::Update( float fDeltaTime )
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// update all sub-Actors
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// update all sub-Actors
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for( vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ )
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for( vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ )
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(*it)->Update(fDeltaTime);
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{
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Actor *pActor = *it;
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pActor->Update(fDeltaTime);
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}
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}
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}
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#define PropagateActorFrameCommand( cmd, type ) \
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#define PropagateActorFrameCommand( cmd, type ) \
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@@ -98,14 +98,17 @@ void ScreenWithMenuElements::Init()
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SET_XY_AND_ON_COMMAND( m_sprOverlay );
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SET_XY_AND_ON_COMMAND( m_sprOverlay );
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this->AddChild( m_sprOverlay );
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this->AddChild( m_sprOverlay );
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m_In.SetName( "In" );
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_In );
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this->AddChild( &m_In );
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m_Out.SetName( "Out" );
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m_Out.Load( THEME->GetPathB(m_sName,"out") );
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m_Out.Load( THEME->GetPathB(m_sName,"out") );
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m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Out );
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this->AddChild( &m_Out );
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m_Cancel.SetName( "Cancel" );
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m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") );
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m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") );
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m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Cancel );
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this->AddChild( &m_Cancel );
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