instead of loading actors inside OptionRow, load a single copy of each
one we need, and then make copies as needed. This avoids lots of extra loading (which can be slow, even with refcounted data; lots of path lookups, etc). (Trying to get this to the point where we can construct new OptionRows for a menu without making a whole new menu.) This approach means we don't lose the potential to have different sTypes of OptionRow in a single menu. (The annoying bit is that any actor we copy has to handle copying, which is tricky for ActorFrame and doesn't work yet for AutoActor. Working on it ...)
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@@ -36,6 +36,8 @@ public:
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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OptionRowType m_OptionRowType;
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virtual void TweenOnScreen();
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virtual void ImportOptions( int iRow, const vector<PlayerNumber> &vpns ) = 0;
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