work on allowing parameters to messages: pass a Message
struct, not just a string
This commit is contained in:
@@ -236,30 +236,30 @@ void ActorFrame::EndDraw()
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Actor::EndDraw();
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}
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void ActorFrame::PlayCommandOnChildren( const RString &sCommandName )
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void ActorFrame::PlayCommandOnChildren( const RString &sCommandName, const LuaReference *pParamTable )
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{
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const apActorCommands *pCmd = GetCommand( sCommandName );
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if( pCmd != NULL )
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RunCommandsOnChildren( *pCmd );
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RunCommandsOnChildren( *pCmd, pParamTable );
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}
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void ActorFrame::PlayCommandOnLeaves( const RString &sCommandName )
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void ActorFrame::PlayCommandOnLeaves( const RString &sCommandName, const LuaReference *pParamTable )
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{
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const apActorCommands *pCmd = GetCommand( sCommandName );
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if( pCmd != NULL )
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RunCommandsOnLeaves( **pCmd );
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RunCommandsOnLeaves( **pCmd, pParamTable );
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}
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void ActorFrame::RunCommandsOnChildren( const LuaReference& cmds )
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void ActorFrame::RunCommandsOnChildren( const LuaReference& cmds, const LuaReference *pParamTable )
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->RunCommands( cmds );
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m_SubActors[i]->RunCommands( cmds, pParamTable );
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}
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void ActorFrame::RunCommandsOnLeaves( const LuaReference& cmds )
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void ActorFrame::RunCommandsOnLeaves( const LuaReference& cmds, const LuaReference *pParamTable )
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->RunCommandsOnLeaves( cmds );
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m_SubActors[i]->RunCommandsOnLeaves( cmds, pParamTable );
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}
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void ActorFrame::UpdateInternal( float fDeltaTime )
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@@ -351,12 +351,12 @@ void ActorFrame::DeleteAllChildren()
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m_SubActors.clear();
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}
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void ActorFrame::RunCommands( const LuaReference& cmds )
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void ActorFrame::RunCommands( const LuaReference& cmds, const LuaReference *pParamTable )
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{
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if( m_bPropagateCommands )
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RunCommandsOnChildren( cmds );
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RunCommandsOnChildren( cmds, pParamTable );
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else
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Actor::RunCommands( cmds );
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Actor::RunCommands( cmds, pParamTable );
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}
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void ActorFrame::SetPropagateCommands( bool b )
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@@ -364,9 +364,9 @@ void ActorFrame::SetPropagateCommands( bool b )
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m_bPropagateCommands = b;
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}
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void ActorFrame::PlayCommand( const RString &sCommandName )
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void ActorFrame::PlayCommand( const RString &sCommandName, const LuaReference *pParamTable )
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{
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Actor::PlayCommand( sCommandName );
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Actor::PlayCommand( sCommandName, pParamTable );
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// HACK: Don't propogate Init. It gets called once for every Actor when the
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// Actor is loaded, and we don't want to call it again.
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@@ -376,7 +376,7 @@ void ActorFrame::PlayCommand( const RString &sCommandName )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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{
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Actor* pActor = m_SubActors[i];
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pActor->PlayCommand( sCommandName );
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pActor->PlayCommand( sCommandName, pParamTable );
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}
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}
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