From a411c9d1f41b651704c3924729d339e418823d70 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Fri, 7 Oct 2005 02:56:23 +0000 Subject: [PATCH] comment --- stepmania/src/Actor.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/stepmania/src/Actor.cpp b/stepmania/src/Actor.cpp index f31bc5a120..b3ad1fce17 100644 --- a/stepmania/src/Actor.cpp +++ b/stepmania/src/Actor.cpp @@ -188,6 +188,10 @@ Actor::Actor( const Actor &cpy ) #undef CPY } +/* XXX: This calls InitCommand, which must happen after all other + * initialization (eg. ActorFrame loading children). However, it + * also loads input variables, which should happen first. The + * former is more important. */ void Actor::LoadFromNode( const CString& sDir, const XNode* pNode ) { FOREACH_CONST_Child( pNode, pChild ) @@ -262,8 +266,6 @@ void Actor::LoadFromNode( const CString& sDir, const XNode* pNode ) /* There's an InitCommand. Run it now. This can be used to eg. change Z to * modify draw order between BGAs in a Foreground. */ - // XXX: We should run Init last, after the derived class finishes initializing, - // but we want to set up input parameters before the derived class loads ... PlayCommand( "Init" ); }