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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@@ -3,13 +3,13 @@
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#include "ScreenDimensions.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "ThemeMetric.h"
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#define IN_COMMAND THEME->GetMetric("LyricDisplay","InCommand")
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#define OUT_COMMAND THEME->GetMetric("LyricDisplay","OutCommand")
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#define WIPE_DIM_FACTOR THEME->GetMetricC("LyricDisplay","WipeDimFactor")
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static ThemeMetric<ActorCommands> IN_COMMAND ("LyricDisplay","InCommand");
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static ThemeMetric<ActorCommands> OUT_COMMAND ("LyricDisplay","OutCommand");
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static ThemeMetric<RageColor> WIPE_DIM_FACTOR ("LyricDisplay","WipeDimFactor");
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float g_TweenInTime, g_TweenOutTime;
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static float g_TweenInTime, g_TweenOutTime;
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LyricDisplay::LyricDisplay()
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{
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@@ -30,8 +30,8 @@ void LyricDisplay::Init()
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m_iCurLyricNumber = 0;
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/* Update global cache: */
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g_TweenInTime = Actor::GetCommandLengthSeconds(IN_COMMAND);
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g_TweenOutTime = Actor::GetCommandLengthSeconds(OUT_COMMAND);
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g_TweenInTime = Actor::GetCommandsLengthSeconds(IN_COMMAND);
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g_TweenOutTime = Actor::GetCommandsLengthSeconds(OUT_COMMAND);
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m_fLastSecond = -500;
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}
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