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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@@ -228,6 +228,18 @@ void ActorFrame::UpdateInternal( float fDeltaTime )
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}
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}
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}
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}
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void ActorFrame::ProcessMessages( float fDeltaTime )
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{
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Actor::ProcessMessages( fDeltaTime );
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// update all sub-Actors
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for( vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); ++it )
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{
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Actor *pActor = *it;
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pActor->ProcessMessages( fDeltaTime );
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}
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}
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#define PropagateActorFrameCommand( cmd ) \
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#define PropagateActorFrameCommand( cmd ) \
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void ActorFrame::cmd() \
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void ActorFrame::cmd() \
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{ \
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{ \
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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 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 UpdateInternal( float fDeltaTime );
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virtual void ProcessMessages( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void DrawPrimitives();
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// propagated commands
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// propagated commands
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