handle ActorScroller attributes in a more consistent way
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@@ -89,6 +89,7 @@ void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, vector<Actor*> &
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// import a whole BGAnimation
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sImportDir = sAniDir + sImportDir;
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CollapsePath( sImportDir );
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AddLayersFromAniDir( sImportDir, layersAddTo, bGeneric );
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}
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else
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@@ -120,21 +121,32 @@ void BGAnimation::LoadFromAniDir( const CString &_sAniDir, bool bGeneric )
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if( DoesFileExist(sPathToIni) )
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{
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// This is a new style BGAnimation (using .ini)
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AddLayersFromAniDir( sAniDir, m_SubActors, bGeneric ); // TODO: Check for circular load
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IniFile ini;
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ini.ReadFile( sPathToIni );
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const XNode* pBGAnimation = ini.GetChild( "BGAnimation" );
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AddLayersFromAniDir( sAniDir, m_SubActors, bGeneric ); // TODO: Check for circular load
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XNode* pBGAnimation = ini.GetChild( "BGAnimation" );
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XNode dummy;
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dummy.m_sName = "BGAnimation";
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if( pBGAnimation == NULL )
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pBGAnimation = &dummy;
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// Ugly: Scroller attributes in BGAnimation.ini files are in an element called
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// "Scroller", and not in the "BGAnimation" element. Move the attributes from
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// Scroller to BGAnimation.
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XNode* pScrollerNode = ini.GetChild( "Scroller" );
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if( pScrollerNode )
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{
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FOREACH_Attr( pScrollerNode, pAttr )
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pBGAnimation->m_attrs.insert( pair<CString,XAttr*>(pAttr->m_sName, pAttr) );
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// Clear the copies in the Scroller node so that we don't double-delete.
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pScrollerNode->m_attrs.clear();
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}
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LoadFromNode( sAniDir, *pBGAnimation );
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const XNode* pScrollerNode = ini.GetChild( "Scroller" );
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if( pScrollerNode != NULL )
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ActorScroller::LoadFromNode( ini.GetPath(), pScrollerNode );
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}
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else
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{
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@@ -179,7 +191,7 @@ void BGAnimation::LoadFromNode( const CString &sDir, const XNode& node )
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this->RunCommands( ParseCommands(sInitCommand) );
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}
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ActorFrame::LoadFromNode( sDir, &node );
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ActorScroller::LoadFromNode( sDir, &node );
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Command cmd;
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cmd.Load( "PlayCommand,Init" );
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