make Actor LoadFromNode signatures consistent
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@@ -94,7 +94,7 @@ void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, const IniFile& i
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{
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// import as a single layer
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BGAnimationLayer* pLayer = new BGAnimationLayer( bGeneric );
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pLayer->LoadFromNode( sAniDir, *pKey );
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pLayer->LoadFromNode( sAniDir, pKey );
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this->AddChild( pLayer );
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}
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}
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@@ -142,7 +142,7 @@ void BGAnimation::LoadFromAniDir( const CString &_sAniDir, bool bGeneric )
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pScrollerNode->m_attrs.clear();
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}
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LoadFromNode( sAniDir, *pBGAnimation );
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LoadFromNode( sAniDir, pBGAnimation );
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}
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else
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{
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@@ -174,12 +174,12 @@ void BGAnimation::LoadFromAniDir( const CString &_sAniDir, bool bGeneric )
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}
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}
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void BGAnimation::LoadFromNode( const CString &sDir, const XNode& node )
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void BGAnimation::LoadFromNode( const CString& sDir, const XNode* pNode )
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{
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DEBUG_ASSERT( node.m_sName == "BGAnimation" );
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DEBUG_ASSERT( pNode->m_sName == "BGAnimation" );
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CString sInitCommand;
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if( node.GetAttrValue( "InitCommand", sInitCommand ) )
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if( pNode->GetAttrValue( "InitCommand", sInitCommand ) )
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{
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/* There's an InitCommand. Run it now. This can be used to eg. change Z to
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* modify draw order between BGAs in a Foreground. Most things should be done
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@@ -187,7 +187,7 @@ void BGAnimation::LoadFromNode( const CString &sDir, const XNode& node )
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this->RunCommands( ParseCommands(sInitCommand) );
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}
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ActorScroller::LoadFromNode( sDir, &node );
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ActorScroller::LoadFromNode( sDir, pNode );
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Command cmd;
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cmd.Load( "PlayCommand,Init" );
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@@ -197,7 +197,7 @@ void BGAnimation::LoadFromNode( const CString &sDir, const XNode& node )
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/* Backwards-compatibility: if a "LengthSeconds" value is present, create a dummy
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* actor that sleeps for the given length of time. This will extend GetTweenTimeLeft. */
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float fLengthSeconds = 0;
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if( node.GetAttrValue( "LengthSeconds", fLengthSeconds ) )
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if( pNode->GetAttrValue( "LengthSeconds", fLengthSeconds ) )
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{
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Actor *pActor = new Actor;
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pActor->SetHidden( true );
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