Fix deserialization of actor components
This was SVN commit r10425.
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@ -104,8 +104,10 @@ public:
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{
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m_Unit = NULL;
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m_R = m_G = m_B = fixed::FromInt(1);
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if (!GetSimContext().HasUnitManager())
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return; // do nothing if graphics are disabled
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return; // do nothing further if graphics are disabled
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// TODO: we should do some fancy animation of under-construction buildings rising from the ground,
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// but for now we'll just use the foundation actor and ignore the normal one
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@ -114,8 +116,6 @@ public:
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else
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m_ActorName = paramNode.GetChild("Actor").ToString();
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m_R = m_G = m_B = fixed::FromInt(1);
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std::set<CStr> selections;
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m_Unit = GetSimContext().GetUnitManager().CreateUnit(m_ActorName, GetActorSeed(), selections);
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if (!m_Unit)
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