simplify
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@@ -144,21 +144,12 @@ void UtilSetXY( Actor& actor, CString sClassName )
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float UtilCommand( Actor& actor, CString sClassName, CString sCommandName )
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{
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ASSERT( !actor.GetName().empty() );
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return actor.Command( THEME->GetMetric(sClassName,actor.GetName()+sCommandName+"Command") );
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}
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float UtilOnCommand( Actor& actor, CString sClassName )
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{
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ASSERT( !actor.GetName().empty() );
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return actor.Command( THEME->GetMetric(sClassName,actor.GetName()+"OnCommand") );
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}
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float UtilOffCommand( Actor& actor, CString sClassName )
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{
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// HACK: It's very often that we command things to TweenOffScreen
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// that we aren't drawing. We know that an Actor is not being
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// used if it's name is blank. So, do nothing on Actors with a blank name.
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if( actor.GetName().empty() )
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if( sCommandName=="Off" && actor.GetName().empty() )
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return 0;
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return actor.Command( THEME->GetMetric(sClassName,actor.GetName()+"OffCommand") );
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return actor.Command( THEME->GetMetric(sClassName,actor.GetName()+sCommandName+"Command") );
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}
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@@ -26,13 +26,13 @@ void UtilSetXY( Actor& actor, CString sClassName );
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inline void UtilSetXY( Actor* pActor, CString sClassName ) { UtilSetXY( *pActor, sClassName ); }
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float UtilOnCommand( Actor& actor, CString sClassName );
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inline float UtilOnCommand( Actor* pActor, CString sClassName ) { return UtilOnCommand( *pActor, sClassName ); }
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float UtilCommand( Actor& actor, CString sClassName, CString sCommandName );
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inline float UtilCommand( Actor* pActor, CString sClassName, CString sCommandName ) { return UtilCommand( *pActor, sClassName, sCommandName ); }
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float UtilOffCommand( Actor& actor, CString sClassName );
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inline float UtilOnCommand( Actor& actor, CString sClassName ) { return UtilCommand( actor, sClassName, "On" ); }
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inline float UtilOnCommand( Actor* pActor, CString sClassName ) { return UtilOnCommand( *pActor, sClassName ); }
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inline float UtilOffCommand( Actor& actor, CString sClassName ) { return UtilCommand( actor, sClassName, "Off" ); }
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inline float UtilOffCommand( Actor* pActor, CString sClassName ) { return UtilOffCommand( *pActor, sClassName ); }
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inline float UtilSetXYAndOnCommand( Actor& actor, CString sClassName )
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