remove unused parameter
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@@ -1036,7 +1036,7 @@ void Actor::AddRotationR( float rot )
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RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromR(rot) );
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}
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void Actor::RunCommands( const LuaReference& cmds, Actor *pParent )
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void Actor::RunCommands( const LuaReference& cmds )
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{
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Lua *L = LUA->Get();
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@@ -1250,7 +1250,7 @@ const apActorCommands *Actor::GetCommand( const RString &sCommandName ) const
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return &it->second;
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}
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void Actor::PlayCommand( const RString &sCommandName, Actor *pParent )
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void Actor::PlayCommand( const RString &sCommandName )
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{
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const apActorCommands *pCmd = GetCommand( sCommandName );
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if( pCmd != NULL )
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@@ -1432,7 +1432,7 @@ public:
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static int hidden( T* p, lua_State *L ) { p->SetHidden(!!IArg(1)); return 0; }
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static int hibernate( T* p, lua_State *L ) { p->SetHibernate(FArg(1)); return 0; }
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static int draworder( T* p, lua_State *L ) { p->SetDrawOrder(IArg(1)); return 0; }
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static int playcommand( T* p, lua_State *L ) { p->PlayCommand(SArg(1),NULL); return 0; }
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static int playcommand( T* p, lua_State *L ) { p->PlayCommand(SArg(1)); return 0; }
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static int queuecommand( T* p, lua_State *L ) { p->QueueCommand(SArg(1)); return 0; }
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static int queuemessage( T* p, lua_State *L ) { p->QueueMessage(SArg(1)); return 0; }
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static int addcommand( T* p, lua_State *L )
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