propagate ProcessMessages. There are still some cases where we're
handling children directly; as those come up, they'll either propagate this message or (preferably) be converted to use AddChild and let ActorFrame do the work.
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@@ -37,6 +37,7 @@ public:
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virtual void RunCommandsOnLeaves( const LuaReference& cmds, Actor* pParent ); /* but not on self */
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virtual void UpdateInternal( float fDeltaTime );
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virtual void ProcessMessages( float fDeltaTime );
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virtual void DrawPrimitives();
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// propagated commands
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