add optional parameter to find only active actors on Level.FinActors(tag)
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@@ -740,12 +740,14 @@ Actor* FindActorRecursive(Actor* node, const Tag& tag)
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return result;
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}
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void FindActorsRecursive(Actor* node, const Tag& tag, Array<Actor*>& result)
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void FindActorsRecursive(Actor* node, const Tag& tag, 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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if (node->HasTag(tag))
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result.Add(node);
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for (Actor* child : node->Children)
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FindActorsRecursive(child, tag, result);
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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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@@ -785,19 +787,19 @@ void FindActorRecursive(Actor* node, const Tag& tag, Array<Actor*>& result)
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FindActorRecursive(child, tag, result);
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}
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Array<Actor*> Level::FindActors(const Tag& tag, Actor* root)
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Array<Actor*> Level::FindActors(const Tag& tag, 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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if (root)
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{
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FindActorsRecursive(root, tag, result);
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FindActorsRecursive(root, tag, 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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FindActorsRecursive(scene, tag, result);
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FindActorsRecursive(scene, tag, activeOnly, result);
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}
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return result;
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}
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