Split Update into Update and UpdateInternal so that every class doesn't need to early abort in Update when hibernating
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@@ -556,12 +556,9 @@ void BGAnimationLayer::LoadFromNode( const CString& sDir, const XNode* pNode )
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}
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}
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void BGAnimationLayer::Update( float fDeltaTime )
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void BGAnimationLayer::UpdateInternal( float fDeltaTime )
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{
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if( m_fHibernateSecondsLeft > 0 )
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return;
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ActorFrame::Update( fDeltaTime );
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ActorFrame::UpdateInternal( fDeltaTime );
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fDeltaTime *= m_fUpdateRate;
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