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.
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@@ -75,8 +75,9 @@ void NoteFieldMode::Load(IniFile &ini, CString id, int pn)
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GetValue( ini, pn, id, "PixelsDrawAheadScale", m_fFirstPixelToDrawScale );
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GetValue( ini, pn, id, "PixelsDrawBehindScale", m_fLastPixelToDrawScale );
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GetValue( ini, pn, id, "Judgment", m_JudgmentCmd );
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GetValue( ini, pn, id, "Combo", m_ComboCmd );
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CString s;
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if( GetValue( ini, pn, id, "Judgment", s ) ) m_JudgmentCmd = ParseActorCommands(s);
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if( GetValue( ini, pn, id, "Combo", s ) ) m_ComboCmd = ParseActorCommands(s);
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/* Load per-track data: */
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int t;
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@@ -91,8 +92,8 @@ void NoteFieldMode::Load(IniFile &ini, CString id, int pn)
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GetValue( ini, pn, id, ssprintf("GhostButton"), GhostButtonNames[t] );
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GetValue( ini, pn, id, ssprintf("GhostButton%i", t+1), GhostButtonNames[t] );
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GetValue( ini, pn, id, ssprintf("HoldJudgment"), m_HoldJudgmentCmd[t] );
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GetValue( ini, pn, id, ssprintf("HoldJudgment%i", t+1), m_HoldJudgmentCmd[t] );
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if( GetValue( ini, pn, id, ssprintf("HoldJudgment"), s ) ) m_HoldJudgmentCmd[t] = ParseActorCommands(s);
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if( GetValue( ini, pn, id, ssprintf("HoldJudgment%i",t+1), s ) ) m_HoldJudgmentCmd[t] = ParseActorCommands(s);
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}
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}
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