Messages and commands are nearly identical: they both have a name,

they can both have parameters stashed in a table, and they both play
stuff out of the actor command list.  Merge them; now the only
difference between playing and broadcasting a command is that playing
plays recursively on a tree and broadcasting sends to all subscribers.

The distinction between "messages" and "commands" is cosmetic now;
everything is a message.  The only thing special about commands intended
to be received as a broadcast is the "Message" suffix, which subscribes it.
This commit is contained in:
Glenn Maynard
2007-02-03 06:17:02 +00:00
parent 8dbb54a1c6
commit 9bc27fb390
13 changed files with 49 additions and 33 deletions
+3 -6
View File
@@ -746,12 +746,9 @@ void NoteDisplay::DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSam
if( tn.type == TapNote::attack )
{
Lua *L = LUA->Get();
LuaTable tab;
LuaHelpers::Push( L, tn.sAttackModifiers );
tab.Set( L, "Modifiers" );
pActor->PlayCommand( "SetAttack", &tab );
LUA->Release( L );
Message msg( "SetAttack" );
msg.SetParam( "Modifiers", tn.sAttackModifiers );
pActor->HandleMessage( msg );
}
const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );