play commands even if not switching backgrounds. This is useful for short "flash" BGAs that play a few times in a row with nothing else in-between.
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@@ -760,20 +760,21 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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m_pFadingBGA->RunCommands( *bt.cmdRoot );
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}
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}
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m_pCurrentBGA->Reset();
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m_pCurrentBGA->SetUpdateRate( change.m_fRate );
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m_pCurrentBGA->PlayCommand( "On" );
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m_pCurrentBGA->PlayCommand( "GainFocus" );
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m_fSecsLeftInFade = m_pFadingBGA ? m_pFadingBGA->GetTweenTimeLeft() : 0;
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/* How much time of this BGA have we skipped? (This happens with SetSeconds.) */
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const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( change.m_fStartBeat );
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/* This is affected by the music rate. */
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fDeltaTime = fCurrentTime - fStartSecond;
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}
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m_pCurrentBGA->Reset();
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m_pCurrentBGA->SetUpdateRate( change.m_fRate );
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m_pCurrentBGA->PlayCommand( "Init" );
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m_pCurrentBGA->PlayCommand( "On" );
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m_pCurrentBGA->PlayCommand( "GainFocus" );
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m_fSecsLeftInFade = m_pFadingBGA ? m_pFadingBGA->GetTweenTimeLeft() : 0;
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/* How much time of this BGA have we skipped? (This happens with SetSeconds.) */
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const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( change.m_fStartBeat );
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/* This is affected by the music rate. */
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fDeltaTime = fCurrentTime - fStartSecond;
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}
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if( m_pFadingBGA )
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