ActorUtil::LoadFromActorFile -> ActorUtil::LoadFromNode
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@@ -198,7 +198,7 @@ void Actor::LoadFromNode( const CString& sDir, const XNode* pNode )
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{
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if( pChild->m_sName == "Input" )
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{
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/* Parameters are set as globals by ActorUtil::LoadFromActorFile.
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/* Parameters are set as globals by ActorUtil::LoadFromNode.
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* If parameters are specified here, save them to the actor. Accessing
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* parameters as globals directly is deprecated. */
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CString sName;
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@@ -104,7 +104,7 @@ void ActorFrame::LoadChildrenFromNode( const CString& sDir, const XNode* pNode )
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{
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FOREACH_CONST_Child( pChildren, pChild )
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{
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Actor* pChildActor = ActorUtil::LoadFromActorFile( sDir, pChild );
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Actor* pChildActor = ActorUtil::LoadFromNode( sDir, pChild );
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if( pChildActor )
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AddChild( pChildActor );
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}
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@@ -105,7 +105,7 @@ retry:
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}
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Actor* ActorUtil::LoadFromActorFile( const CString& sDir, const XNode* pNode )
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Actor* ActorUtil::LoadFromNode( const CString& sDir, const XNode* pNode )
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{
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ASSERT( pNode );
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@@ -266,7 +266,7 @@ Actor* ActorUtil::MakeActor( const CString &sPath_ )
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return new Actor;
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}
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CString sDir = Dirname( sPath );
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return LoadFromActorFile( sDir, &xml );
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return ActorUtil::LoadFromNode( sDir, &xml );
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}
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case FT_Bitmap:
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case FT_Movie:
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@@ -66,7 +66,7 @@ namespace ActorUtil
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inline void SetXYAndOnCommand( Actor* pActor, const CString &sType, Actor* pParent = NULL ) { if(pActor) SetXYAndOnCommand( *pActor, sType, pParent ); }
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// Return a Sprite, BitmapText, or Model depending on the file type
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Actor* LoadFromActorFile( const CString& sAniDir, const XNode* pNode );
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Actor* LoadFromNode( const CString& sAniDir, const XNode* pNode );
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Actor* MakeActor( const CString &sPath );
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void ResolvePath( CString &sPath, const CString &sName );
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@@ -41,7 +41,7 @@ void AutoActor::LoadFromNode( const CString &sDir, const XNode* pNode )
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{
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Unload();
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m_pActor = ActorUtil::LoadFromActorFile( sDir, pNode );
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m_pActor = ActorUtil::LoadFromNode( sDir, pNode );
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}
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void AutoActor::LoadAndSetName( const CString &sScreenName, const CString &sActorName )
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@@ -462,7 +462,7 @@ void BGAnimationLayer::LoadFromNode( const CString& sDir, const XNode* pNode )
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{
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case TYPE_SPRITE:
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{
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Actor* pActor = ActorUtil::LoadFromActorFile( sAniDir, pNode );
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Actor* pActor = ActorUtil::LoadFromNode( sAniDir, pNode );
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this->AddChild( pActor );
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if( bStretch )
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pActor->StretchTo( FullScreenRectF );
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