rename: ActorCommand -> Command
Make Command smaller and more generic. Parse arguments on use, not in Command::Load.
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@@ -201,15 +201,15 @@ void PlayerMinus::Load(
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m_ProTimingDisplay.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
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/* These commands add to the above positioning, and are usually empty. */
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m_Judgment.Command( g_NoteFieldMode[pn].m_JudgmentCmd );
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m_ProTimingDisplay.Command( g_NoteFieldMode[pn].m_JudgmentCmd );
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m_Combo.Command( g_NoteFieldMode[pn].m_ComboCmd );
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m_AttackDisplay.Command( g_NoteFieldMode[pn].m_AttackDisplayCmd );
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m_Judgment.RunCommands( g_NoteFieldMode[pn].m_JudgmentCmd );
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m_ProTimingDisplay.RunCommands( g_NoteFieldMode[pn].m_JudgmentCmd );
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m_Combo.RunCommands( g_NoteFieldMode[pn].m_ComboCmd );
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m_AttackDisplay.RunCommands( g_NoteFieldMode[pn].m_AttackDisplayCmd );
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for( int c=0; c<pStyle->m_iColsPerPlayer; c++ )
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{
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NoteFieldMode &mode = g_NoteFieldMode[pn];
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m_HoldJudgment[c].Command( mode.m_HoldJudgmentCmd[c] );
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m_HoldJudgment[c].RunCommands( mode.m_HoldJudgmentCmd[c] );
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}
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// Need to set Y positions of all these elements in Update since
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