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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@@ -246,8 +246,8 @@ ScreenOptionsMaster::ScreenOptionsMaster( CString sClassName ):
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CString sRowCommands = LINE(sLineName);
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vector<ActorCommand> vCommands;
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ParseCommands( sRowCommands, vCommands );
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ActorCommands vCommands;
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ParseActorCommands( sRowCommands, vCommands );
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if( vCommands.size() < 1 )
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RageException::Throw( "Parse error in %s::Line%i", m_sName.c_str(), i+1 );
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