Split Update into Update and UpdateInternal so that every class doesn't need to early abort in Update when hibernating
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@@ -153,12 +153,9 @@ void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
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}
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void ActorScroller::Update( float fDeltaTime )
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void ActorScroller::UpdateInternal( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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if( m_fHibernateSecondsLeft > 0 )
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return; // early abort
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ActorFrame::UpdateInternal( fDeltaTime );
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/* If we have no children, the code below will busy loop. */
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if( !m_SubActors.size() )
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