Let ActorCommand do the parsing for ModeChoice
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@@ -58,7 +58,7 @@ void ScreenOptionsMaster::SetList( OptionRowData &row, OptionRowHandler &hand, C
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return;
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}
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hand.Default.Load( -1, ENTRY_DEFAULT(ListName) );
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hand.Default.Load( -1, ParseActorCommands(ENTRY_DEFAULT(ListName)) );
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/* Parse the basic configuration metric. */
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CStringArray asParts;
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@@ -79,7 +79,7 @@ void ScreenOptionsMaster::SetList( OptionRowData &row, OptionRowHandler &hand, C
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for( int col = 0; col < NumCols; ++col )
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{
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ModeChoice mc;
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mc.Load( 0, ENTRY_MODE(ListName, col) );
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mc.Load( 0, ParseActorCommands(ENTRY_MODE(ListName, col)) );
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if( mc.m_sName == "" )
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RageException::Throw( "List \"%s\", col %i has no name", ListName.c_str(), col );
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@@ -250,13 +250,13 @@ ScreenOptionsMaster::ScreenOptionsMaster( CString sClassName ):
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ActorCommands vCommands;
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ParseActorCommands( sRowCommands, vCommands );
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if( vCommands.size() < 1 )
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if( vCommands.v.size() < 1 )
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RageException::Throw( "Parse error in %s::Line%i", m_sName.c_str(), i+1 );
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OptionRowHandler hand;
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for( unsigned part = 0; part < vCommands.size(); ++part)
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for( unsigned part = 0; part < vCommands.v.size(); ++part)
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{
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ActorCommand& command = vCommands[part];
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ActorCommand& command = vCommands.v[part];
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BeginHandleParams;
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