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@@ -188,6 +188,10 @@ Actor::Actor( const Actor &cpy )
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#undef CPY
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#undef CPY
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}
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}
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/* XXX: This calls InitCommand, which must happen after all other
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* initialization (eg. ActorFrame loading children). However, it
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* also loads input variables, which should happen first. The
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* former is more important. */
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void Actor::LoadFromNode( const CString& sDir, const XNode* pNode )
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void Actor::LoadFromNode( const CString& sDir, const XNode* pNode )
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{
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{
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FOREACH_CONST_Child( pNode, pChild )
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FOREACH_CONST_Child( pNode, pChild )
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@@ -262,8 +266,6 @@ void Actor::LoadFromNode( const CString& sDir, const XNode* pNode )
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/* There's an InitCommand. Run it now. This can be used to eg. change Z to
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/* There's an InitCommand. Run it now. This can be used to eg. change Z to
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* modify draw order between BGAs in a Foreground. */
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* modify draw order between BGAs in a Foreground. */
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// XXX: We should run Init last, after the derived class finishes initializing,
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// but we want to set up input parameters before the derived class loads ...
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PlayCommand( "Init" );
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PlayCommand( "Init" );
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}
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}
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