remove empty override
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@@ -30,15 +30,6 @@ Screen::~Screen()
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}
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}
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void Screen::AddChild( Actor* pActor )
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{
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// add only if the actor is on screen
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// float fX = pActor->GetX();
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// float fY = pActor->GetY();
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// if( SCREEN_LEFT>=fX && fX<=SCREEN_RIGHT && SCREEN_TOP>=fY && fY<=SCREEN_BOTTOM )
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ActorFrame::AddChild( pActor );
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}
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bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1,
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bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1,
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const Screen::QueuedScreenMessage &m2)
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const Screen::QueuedScreenMessage &m2)
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{
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{
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@@ -25,8 +25,6 @@ public:
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Screen( CString sName ); // enforce that all screens have m_sName filled in
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Screen( CString sName ); // enforce that all screens have m_sName filled in
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virtual ~Screen();
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virtual ~Screen();
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virtual void AddChild( Actor* pActor );
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virtual void Update( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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static bool ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if CoinMode changed
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static bool ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if CoinMode changed
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