LoadFromNode(sDir, pNode) -> LoadFromNode(pNode)
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@@ -74,12 +74,12 @@ void ActorFrame::InitState()
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Actor::InitState();
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}
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void ActorFrame::LoadFromNode( const RString& sDir, const XNode* pNode )
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void ActorFrame::LoadFromNode( const XNode* pNode )
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{
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if( AutoLoadChildren() )
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LoadChildrenFromNode( sDir, pNode );
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LoadChildrenFromNode( pNode );
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Actor::LoadFromNode( sDir, pNode );
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Actor::LoadFromNode( pNode );
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pNode->GetAttrValue( "UpdateRate", m_fUpdateRate );
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pNode->GetAttrValue( "FOV", m_fFOV );
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@@ -88,7 +88,7 @@ void ActorFrame::LoadFromNode( const RString& sDir, const XNode* pNode )
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m_bOverrideLighting = pNode->GetAttrValue( "Lighting", m_bLighting );
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}
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void ActorFrame::LoadChildrenFromNode( const RString& sDir, const XNode* pNode )
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void ActorFrame::LoadChildrenFromNode( const XNode* pNode )
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{
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// Shouldn't be calling this unless we're going to delete our children.
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ASSERT( m_bDeleteChildren );
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@@ -101,7 +101,7 @@ void ActorFrame::LoadChildrenFromNode( const RString& 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::LoadFromNode( sDir, pChild, this );
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Actor* pChildActor = ActorUtil::LoadFromNode( pChild, this );
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if( pChildActor )
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AddChild( pChildActor );
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}
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