revert some bad changes
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@@ -816,12 +816,15 @@ void Actor::HandleCommand( const ParsedCommand &command )
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else if( sName=="clearzbuffer" ) SetClearZBuffer( bParam(1) );
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else if( sName=="hidden" ) SetHidden( bParam(1) );
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else if( sName=="playcommand" ) PlayCommand( sParam(1) );
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// Commands to Sprite should have been handled by Sprite and shouldn't be
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// passed to Actor. -Chris
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// else if( sName=="customtexturerect" || sName=="texcoordvelocity" || sName=="scaletoclipped" ||
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// sName=="stretchtexcoords" || sName=="position" || sName=="loop" || sName=="play" ||
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// sName=="pause" || sName=="rate" )
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// return; /* sprite commands; don't run CheckHandledParams */
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/* These are commands intended for a Sprite commands, but they will get
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* sent to all sub-actors (which aren't necessarily Sprites) on
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* GainingFocus and LosingFocus. So, don't run CheckHandledParams
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* on these commands. */
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else if( sName=="customtexturerect" || sName=="texcoordvelocity" || sName=="scaletoclipped" ||
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sName=="stretchtexcoords" || sName=="position" || sName=="loop" || sName=="play" ||
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sName=="pause" || sName=="rate" )
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return;
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else
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{
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CString sError = ssprintf( "Actor::HandleCommand: Unrecognized command name '%s'.", sName.c_str() );
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