remove <Command> 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)
}
This commit is contained in:
@@ -269,24 +269,6 @@ void Actor::LoadFromNode( const XNode* pNode )
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}
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}
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}
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}
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//
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// Load command elements
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//
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FOREACH_CONST_Child( pNode, c )
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{
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RString sKeyName = c->GetName();
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if( sKeyName != "Command" )
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continue; /* not a command */
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RString sName;
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c->GetAttrValue( "Name", sName );
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c->PushAttrValue( L, "Value" );
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LuaReference *pRef = new LuaReference;
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pRef->SetFromStack( L );
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AddCommand( sName, apActorCommands( pRef ) );
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}
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LUA->Release( L );
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LUA->Release( L );
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/* There's an InitCommand. Run it now. This can be used to eg. change Z to
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/* There's an InitCommand. Run it now. This can be used to eg. change Z to
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