undo accidental delete
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@@ -0,0 +1,11 @@
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-- This needs to be an ActorFrame because children will want to load the base and merge their own elements into the table.
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t = Def.ActorFrame {};
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t[#t+1] = StandardDecorationFromFile( "LeftFrame", "LeftFrame" );
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t[#t+1] = StandardDecorationFromFile( "RightFrame", "RightFrame" );
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t[#t+1] = StandardDecorationFromFile( "Header", "Header" );
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t[#t+1] = StandardDecorationFromFile( "Footer", "Footer" );
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t[#t+1] = StandardDecorationFromFileOptional( "Help", "Help" );
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t[#t+1] = StandardDecorationFromFileOptional( "StyleIcon", "StyleIcon" );
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t[#t+1] = StandardDecorationFromFileOptional( "StageFrame", "StageFrame" );
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t[#t+1] = StandardDecorationFromFileOptional( "StageDisplay", "StageDisplay" );
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return t;
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@@ -0,0 +1 @@
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_footer shared
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@@ -30,11 +30,6 @@ FadingBanner::FadingBanner()
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{
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{
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m_Banner[i].SetName( "Banner" );
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m_Banner[i].SetName( "Banner" );
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ActorUtil::LoadAllCommandsAndOnCommand( m_Banner[i], "FadingBanner" );
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ActorUtil::LoadAllCommandsAndOnCommand( m_Banner[i], "FadingBanner" );
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/* TODO: Move this into Lua. Ideally, there should be a ZTEST_NO_CHANGE that
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* would let a ztest command on an ActorFrame propagate to all children. */
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m_Banner[i].SetZTestMode( ZTEST_WRITE_ON_FAIL );
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this->AddChild( &m_Banner[i] );
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this->AddChild( &m_Banner[i] );
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}
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}
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}
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}
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