From cea3b4ef5e0795c40eff05a86dbe4a3729592d9d Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sun, 15 Oct 2006 08:28:11 +0000 Subject: [PATCH] remove children. This was only used to generate command names on the fly. If you need that, use Lua, eg.: Actor.Quad { [s .. "Command"] = cmd(x,10) } --- stepmania/src/Actor.cpp | 18 ------------------ 1 file changed, 18 deletions(-) diff --git a/stepmania/src/Actor.cpp b/stepmania/src/Actor.cpp index 5e97b07f25..6c36c20495 100644 --- a/stepmania/src/Actor.cpp +++ b/stepmania/src/Actor.cpp @@ -269,24 +269,6 @@ void Actor::LoadFromNode( const XNode* pNode ) } } - // - // Load command elements - // - FOREACH_CONST_Child( pNode, c ) - { - RString sKeyName = c->GetName(); - - if( sKeyName != "Command" ) - continue; /* not a command */ - - RString sName; - c->GetAttrValue( "Name", sName ); - c->PushAttrValue( L, "Value" ); - - LuaReference *pRef = new LuaReference; - pRef->SetFromStack( L ); - AddCommand( sName, apActorCommands( pRef ) ); - } LUA->Release( L ); /* There's an InitCommand. Run it now. This can be used to eg. change Z to