add optional parameter to find only active actors on Level.FindActorsByParentTag
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@@ -750,8 +750,10 @@ void FindActorsRecursive(Actor* node, const Tag& tag, const bool activeOnly, Arr
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FindActorsRecursive(child, tag, activeOnly, result);
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}
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void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, Array<Actor*>& result)
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void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, const bool activeOnly, Array<Actor*>& result)
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{
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if (activeOnly && !node->GetIsActive())
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return;
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for (Tag tag : tags)
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{
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if (node->HasTag(tag))
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@@ -761,7 +763,7 @@ void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, Array<
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}
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}
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for (Actor* child : node->Children)
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FindActorsRecursiveByParentTags(child, tags, result);
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FindActorsRecursiveByParentTags(child, tags, activeOnly, result);
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}
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Actor* Level::FindActor(const Tag& tag, Actor* root)
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@@ -804,7 +806,7 @@ Array<Actor*> Level::FindActors(const Tag& tag, const bool activeOnly, Actor* ro
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return result;
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}
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Array<Actor*> Level::FindActorsByParentTag(const Tag& parentTag, Actor* root)
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Array<Actor*> Level::FindActorsByParentTag(const Tag& parentTag, const bool activeOnly, Actor* root)
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{
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PROFILE_CPU();
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Array<Actor*> result;
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@@ -816,19 +818,19 @@ Array<Actor*> Level::FindActorsByParentTag(const Tag& parentTag, Actor* root)
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}
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if (subTags.Count() == 1)
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{
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result = FindActors(subTags[0], root);
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result = FindActors(subTags[0], activeOnly, root);
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return result;
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}
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if (root)
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{
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FindActorsRecursiveByParentTags(root, subTags, result);
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FindActorsRecursiveByParentTags(root, subTags, activeOnly, result);
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}
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else
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{
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ScopeLock lock(ScenesLock);
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for (Scene* scene : Scenes)
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FindActorsRecursiveByParentTags(scene, subTags, result);
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FindActorsRecursiveByParentTags(scene, subTags, activeOnly, result);
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}
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return result;
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