rename: ActorCommand -> Command
Make Command smaller and more generic. Parse arguments on use, not in Command::Load.
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@@ -4,15 +4,15 @@
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#include "RageUtil.h"
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#include "ThemeMetric.h"
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static const ThemeMetric<ActorCommands> MARVELOUS_COMMAND ("ProTimingDisplay","MarvelousCommand");
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static const ThemeMetric<ActorCommands> PERFECT_COMMAND ("ProTimingDisplay","PerfectCommand");
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static const ThemeMetric<ActorCommands> GREAT_COMMAND ("ProTimingDisplay","GreatCommand");
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static const ThemeMetric<ActorCommands> GOOD_COMMAND ("ProTimingDisplay","GoodCommand");
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static const ThemeMetric<ActorCommands> BOO_COMMAND ("ProTimingDisplay","BooCommand");
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static const ThemeMetric<ActorCommands> MISS_COMMAND ("ProTimingDisplay","MissCommand");
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static const ThemeMetric<ActorCommands> HIT_MINE_COMMAND ("ProTimingDisplay","HitMineCommand");
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static const ThemeMetric<Commands> MARVELOUS_COMMAND ("ProTimingDisplay","MarvelousCommand");
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static const ThemeMetric<Commands> PERFECT_COMMAND ("ProTimingDisplay","PerfectCommand");
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static const ThemeMetric<Commands> GREAT_COMMAND ("ProTimingDisplay","GreatCommand");
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static const ThemeMetric<Commands> GOOD_COMMAND ("ProTimingDisplay","GoodCommand");
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static const ThemeMetric<Commands> BOO_COMMAND ("ProTimingDisplay","BooCommand");
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static const ThemeMetric<Commands> MISS_COMMAND ("ProTimingDisplay","MissCommand");
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static const ThemeMetric<Commands> HIT_MINE_COMMAND ("ProTimingDisplay","HitMineCommand");
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static const ThemeMetric<ActorCommands> *g_Commands[NUM_TAP_NOTE_SCORES] =
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static const ThemeMetric<Commands> *g_Commands[NUM_TAP_NOTE_SCORES] =
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{
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NULL, /* no TNS_NONE */
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&HIT_MINE_COMMAND,
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@@ -50,7 +50,7 @@ void ProTimingDisplay::SetJudgment( int ms, TapNoteScore score )
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ASSERT( score != TNS_NONE );
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ASSERT( score < NUM_TAP_NOTE_SCORES );
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m_Judgment.Command( *g_Commands[score] );
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m_Judgment.RunCommands( *g_Commands[score] );
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}
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/*
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