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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@@ -155,7 +155,8 @@ void ScreenSystemLayer::ReloadCreditsText()
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void ScreenSystemLayer::SystemMessage( CString sMessage )
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{
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m_textMessage.SetText( sMessage );
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m_textMessage.Command( "finishtweening;diffusealpha,1;addx,-640;linear,0.5;addx,+640;sleep,5;linear,0.5;diffusealpha,0" );
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static const ActorCommands cmds = ParseActorCommands("finishtweening;diffusealpha,1;addx,-640;linear,0.5;addx,+640;sleep,5;linear,0.5;diffusealpha,0");
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m_textMessage.Command( cmds );
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}
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void ScreenSystemLayer::SystemMessageNoAnimate( CString sMessage )
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