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
+3 -3
View File
@@ -172,13 +172,13 @@ void BGAnimation::LoadFromAniDir( CString sAniDir )
ActorScroller::SetDestinationItem( int(m_SubActors.size()-1+fItemPaddingEnd) );
}
CString InitCommand;
if( ini.GetValue( "BGAnimation", "InitCommand", InitCommand ) )
CString sInitCommand;
if( ini.GetValue( "BGAnimation", "InitCommand", sInitCommand ) )
{
/* There's an InitCommand. Run it now. This can be used to eg. change Z to
* modify draw order between BGAs in a Foreground. Most things should be done
* in metrics.ini commands, not here. */
this->Command( InitCommand );
this->Command( ParseActorCommands(sInitCommand) );
}
}
else