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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@@ -694,10 +694,15 @@ RageColor ThemeManager::GetMetricC( const CString &sClassName, const CString &sV
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{
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RageColor ret(1,1,1,1);
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if( !ret.FromString( GetMetricRaw(sClassName,sValueName) ) )
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LOG->Warn( "The color value '%s' for NoteSkin metric '%s : %s' is invalid.", GetMetricRaw(sClassName,sValueName).c_str(), sClassName.c_str(), sValueName.c_str() );
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LOG->Warn( "The color value '%s' for metric '%s : %s' is invalid.", GetMetricRaw(sClassName,sValueName).c_str(), sClassName.c_str(), sValueName.c_str() );
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return ret;
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}
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ActorCommands ThemeManager::GetMetricA( const CString &sClassName, const CString &sValueName )
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{
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return ParseActorCommands( GetMetricRaw(sClassName,sValueName) );
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}
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void ThemeManager::NextTheme()
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{
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CStringArray as;
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