remove ProcessMessages
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@@ -71,7 +71,6 @@ public:
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virtual void LoadFromSong( const Song *pSong );
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virtual void Unload();
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virtual void ProcessMessages( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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@@ -106,7 +105,6 @@ protected:
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int FindBGSegmentForBeat( float fBeat ) const;
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void UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<RString,BackgroundTransition> &mapNameToTransition );
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void ProcessMessages( float fDeltaTime );
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map<BackgroundDef,Actor*> m_BGAnimations;
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vector<BackgroundChange> m_aBGChanges;
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@@ -822,14 +820,6 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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m_pFadingBGA->Update( fDeltaTimeMusicRate );
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}
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void BackgroundImpl::Layer::ProcessMessages( float fDeltaTime )
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{
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if( m_pCurrentBGA )
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m_pCurrentBGA->ProcessMessages( fDeltaTime );
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if( m_pFadingBGA )
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m_pFadingBGA->ProcessMessages( fDeltaTime );
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}
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void BackgroundImpl::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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@@ -860,16 +850,6 @@ void BackgroundImpl::Update( float fDeltaTime )
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m_fLastMusicSeconds = GAMESTATE->m_fMusicSeconds;
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}
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void BackgroundImpl::ProcessMessages( float fDeltaTime )
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{
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ActorFrame::ProcessMessages( fDeltaTime );
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FOREACH_BackgroundLayer( i )
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{
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Layer &layer = m_Layer[i];
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layer.ProcessMessages( fDeltaTime );
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}
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}
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void BackgroundImpl::DrawPrimitives()
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{
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if( PREFSMAN->m_fBGBrightness == 0.0f )
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