Once BGAnimation is handled mostly by AutoActor, all BGAnimations will
be "non-generic" (and probably deprecated); let's aim to move all "generic" logic into BGAnimation, out of BGALayer.
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@@ -164,6 +164,9 @@ void BGAnimation::LoadFromAniDir( CString sAniDir )
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Command cmd;
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Command cmd;
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cmd.Load( "PlayCommand,Init" );
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cmd.Load( "PlayCommand,Init" );
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this->RunCommandOnChildren( cmd );
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this->RunCommandOnChildren( cmd );
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if( !m_bGeneric )
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PlayCommand( "On" );
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}
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}
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else
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else
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{
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{
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@@ -589,9 +589,6 @@ void BGAnimationLayer::LoadFromIni( const CString& sAniDir_, const IniKey& layer
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->SetState( rand()%m_SubActors[i]->GetNumStates() );
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m_SubActors[i]->SetState( rand()%m_SubActors[i]->GetNumStates() );
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}
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}
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if( !m_bGeneric )
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PlayCommand( "On" );
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}
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}
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void BGAnimationLayer::Update( float fDeltaTime )
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void BGAnimationLayer::Update( float fDeltaTime )
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