simplify: an ActorScroller is always an ActorScroller
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@@ -21,7 +21,6 @@ Actor *ActorScroller::Copy() const { return new ActorScroller(*this); }
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ActorScroller::ActorScroller()
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{
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m_bLoaded = false;
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m_fCurrentItem = 0;
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m_fDestinationItem = 0;
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m_fSecondsPerItem = 1;
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@@ -70,8 +69,6 @@ void ActorScroller::Load2(
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m_quadMask.SetWidth( fItemWidth );
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m_quadMask.SetHeight( fItemHeight );
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m_quadMask.SetHidden( false );
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m_bLoaded = true;
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}
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void ActorScroller::Load3(
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@@ -91,7 +88,6 @@ void ActorScroller::Load3(
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m_fQuantizePixels = 0;
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m_quadMask.SetHidden( !bUseMask );
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m_bLoop = bLoop;
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m_bLoaded = true;
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}
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void ActorScroller::ScrollThroughAllItems()
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@@ -209,13 +205,6 @@ void ActorScroller::PositionItems()
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void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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{
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// Optimization: If we weren't loaded, then fall back to the ActorFrame logic
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if( !m_bLoaded )
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{
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ActorFrame::DrawPrimitives();
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return;
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}
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if( m_SubActors.empty() )
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return;
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@@ -55,7 +55,6 @@ protected:
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void PositionItemsAndDrawPrimitives( bool bDrawPrimitives );
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private:
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bool m_bLoaded;
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float m_fCurrentItem; // Item at center of list, usually between 0 and m_SubActors.size(), approaches destination
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float m_fDestinationItem;
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float m_fSecondsPerItem; // <= 0 means don't scroll
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