Pass ActorCommand structures to Actor instead of unparsed command strings.

This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
This commit is contained in:
Chris Danford
2004-11-06 23:13:47 +00:00
parent 6a84b15d3d
commit bcbe615c0d
55 changed files with 349 additions and 308 deletions
+4 -2
View File
@@ -288,7 +288,9 @@ void UtilCommand( Actor& actor, const CString &sClassName, const CString &sComma
// if( actor.GetHidden() )
// return 0;
actor.Command( "playcommand," + sCommandName );
ActorCommand ac;
ac.Set("playcommand,"+sCommandName);
actor.HandleCommand( ac );
// HACK: It's very often that we command things to TweenOffScreen
// that we aren't drawing. We know that an Actor is not being
@@ -305,7 +307,7 @@ void UtilCommand( Actor& actor, const CString &sClassName, const CString &sComma
sClassName.c_str(), sCommandName.c_str()) );
}
actor.Command( THEME->GetMetric(sClassName,actor.GetID()+sCommandName+"Command") );
actor.Command( THEME->GetMetricA(sClassName,actor.GetID()+sCommandName+"Command") );
}
void AutoActor::Load( const CString &sPath )