Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
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@@ -172,13 +172,13 @@ void BGAnimation::LoadFromAniDir( CString sAniDir )
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ActorScroller::SetDestinationItem( int(m_SubActors.size()-1+fItemPaddingEnd) );
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}
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CString InitCommand;
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if( ini.GetValue( "BGAnimation", "InitCommand", InitCommand ) )
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CString sInitCommand;
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if( ini.GetValue( "BGAnimation", "InitCommand", sInitCommand ) )
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{
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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. Most things should be done
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* in metrics.ini commands, not here. */
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this->Command( InitCommand );
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this->Command( ParseActorCommands(sInitCommand) );
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}
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}
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else
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