Better debugging messages so we can see which actor on which screen is missing the command.
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@@ -6,6 +6,11 @@
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#include "Actor.h"
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#include "Actor.h"
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#include "RageTexture.h"
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#include "RageTexture.h"
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namespace StepMania
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{
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RString GetTopScreenName();
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}
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class XNode;
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class XNode;
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typedef Actor* (*CreateActorFn)();
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typedef Actor* (*CreateActorFn)();
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@@ -46,7 +51,8 @@ namespace ActorUtil
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inline void PlayCommand( Actor& actor, const RString &sCommandName ) { actor.PlayCommand( sCommandName ); }
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inline void PlayCommand( Actor& actor, const RString &sCommandName ) { actor.PlayCommand( sCommandName ); }
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inline void OnCommand( Actor& actor )
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inline void OnCommand( Actor& actor )
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{
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{
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ASSERT( actor.HasCommand("On") );
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ASSERT_M( actor.HasCommand("On"), ssprintf("%s is missing an OnCommand. Top Screen is %s.",
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actor.GetName().c_str(), StepMania::GetTopScreenName().c_str()) );
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actor.PlayCommand("On");
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actor.PlayCommand("On");
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}
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}
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inline void OffCommand( Actor& actor )
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inline void OffCommand( Actor& actor )
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@@ -57,7 +63,8 @@ namespace ActorUtil
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// (Do "playcommand" anyway; BGAs often have no name.)
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// (Do "playcommand" anyway; BGAs often have no name.)
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if( actor.GetName().empty() )
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if( actor.GetName().empty() )
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return;
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return;
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ASSERT( actor.HasCommand("Off") );
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ASSERT_M( actor.HasCommand("Off"), ssprintf("Actor %s is missing an OffCommand. Top Screen is %s.",
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actor.GetName().c_str(), StepMania::GetTopScreenName().c_str()) );
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actor.PlayCommand("Off");
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actor.PlayCommand("Off");
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}
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}
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