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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@@ -46,7 +46,7 @@ const char* STATS_STRING[NUM_STATS_LINES] =
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#define SPIN_GRADES THEME->GetMetricB(m_sName,"SpinGrades")
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#define CHEER_DELAY_SECONDS THEME->GetMetricF(m_sName,"CheerDelaySeconds")
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#define BAR_ACTUAL_MAX_COMMAND THEME->GetMetric (m_sName,"BarActualMaxCommand")
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#define BAR_ACTUAL_MAX_COMMAND THEME->GetMetricA(m_sName,"BarActualMaxCommand")
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// metrics that are specific to classes derived from ScreenEvaluation
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#define FAILED_SCREEN THEME->GetMetric (m_sName, "FailedScreen")
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@@ -514,7 +514,7 @@ void ScreenEvaluation::Init()
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m_Percent[p].Load( p, &g_CurStageStats, true );
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m_Percent[p].SetXY( THEME->GetMetricF(m_sName, ssprintf("PercentP%dX",p+1)),
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THEME->GetMetricF(m_sName,ssprintf("PercentP%dY",p+1)) );
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m_Percent[p].Command( THEME->GetMetric(m_sName,ssprintf("PercentP%dOnCommand",p+1)) );
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m_Percent[p].Command( THEME->GetMetricA(m_sName,ssprintf("PercentP%dOnCommand",p+1)) );
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this->AddChild( &m_Percent[p] );
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}
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}
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@@ -1175,7 +1175,7 @@ void ScreenEvaluation::TweenOffScreen()
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FOREACH_EnabledPlayer( p )
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{
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OFF_COMMAND( m_sprPercentFrame[p] );
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m_Percent[p].Command( THEME->GetMetric(m_sName,ssprintf("PercentP%dOffCommand",p+1)) );
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m_Percent[p].Command( THEME->GetMetricA(m_sName,ssprintf("PercentP%dOffCommand",p+1)) );
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m_Percent[p].TweenOffScreen();
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}
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}
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