rename: ActorCommand -> Command

Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
This commit is contained in:
Chris Danford
2004-12-03 05:19:46 +00:00
parent abb6a73e4b
commit ed19821e09
67 changed files with 592 additions and 581 deletions
+5 -5
View File
@@ -201,15 +201,15 @@ void PlayerMinus::Load(
m_ProTimingDisplay.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
/* These commands add to the above positioning, and are usually empty. */
m_Judgment.Command( g_NoteFieldMode[pn].m_JudgmentCmd );
m_ProTimingDisplay.Command( g_NoteFieldMode[pn].m_JudgmentCmd );
m_Combo.Command( g_NoteFieldMode[pn].m_ComboCmd );
m_AttackDisplay.Command( g_NoteFieldMode[pn].m_AttackDisplayCmd );
m_Judgment.RunCommands( g_NoteFieldMode[pn].m_JudgmentCmd );
m_ProTimingDisplay.RunCommands( g_NoteFieldMode[pn].m_JudgmentCmd );
m_Combo.RunCommands( g_NoteFieldMode[pn].m_ComboCmd );
m_AttackDisplay.RunCommands( g_NoteFieldMode[pn].m_AttackDisplayCmd );
for( int c=0; c<pStyle->m_iColsPerPlayer; c++ )
{
NoteFieldMode &mode = g_NoteFieldMode[pn];
m_HoldJudgment[c].Command( mode.m_HoldJudgmentCmd[c] );
m_HoldJudgment[c].RunCommands( mode.m_HoldJudgmentCmd[c] );
}
// Need to set Y positions of all these elements in Update since