rename: ActorCommand -> Command
Make Command smaller and more generic. Parse arguments on use, not in Command::Load.
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+13
-13
@@ -235,25 +235,25 @@ void RageMatrixCommand( CString sCommandString, RageMatrix &mat )
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int iMaxIndexAccessed = 0;
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#define sParam(i) (GetParam(asTokens,i,iMaxIndexAccessed))
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#define fParam(i) (strtof(sParam(i),NULL))
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#define iParam(i) (atoi(sParam(i)))
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#define bParam(i) (iParam(i)!=0)
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#define sArg(i) (GetParam(asTokens,i,iMaxIndexAccessed))
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#define fArg(i) (strtof(sArg(i),NULL))
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#define iArg(i) (atoi(sArg(i)))
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#define bArg(i) (iArg(i)!=0)
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CString& sName = asTokens[0];
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sName.MakeLower();
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RageMatrix b;
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// Act on command
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if( sName=="x" ) RageMatrixTranslation( &b, fParam(1),0,0 );
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else if( sName=="y" ) RageMatrixTranslation( &b, 0,fParam(1),0 );
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else if( sName=="z" ) RageMatrixTranslation( &b, 0,0,fParam(1) );
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else if( sName=="zoomx" ) RageMatrixScaling(&b, fParam(1),1,1 );
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else if( sName=="zoomy" ) RageMatrixScaling(&b, 1,fParam(1),1 );
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else if( sName=="zoomz" ) RageMatrixScaling(&b, 1,1,fParam(1) );
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else if( sName=="rotationx" ) RageMatrixRotationX( &b, fParam(1) );
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else if( sName=="rotationy" ) RageMatrixRotationY( &b, fParam(1) );
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else if( sName=="rotationz" ) RageMatrixRotationZ( &b, fParam(1) );
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if( sName=="x" ) RageMatrixTranslation( &b, fArg(1),0,0 );
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else if( sName=="y" ) RageMatrixTranslation( &b, 0,fArg(1),0 );
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else if( sName=="z" ) RageMatrixTranslation( &b, 0,0,fArg(1) );
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else if( sName=="zoomx" ) RageMatrixScaling(&b, fArg(1),1,1 );
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else if( sName=="zoomy" ) RageMatrixScaling(&b, 1,fArg(1),1 );
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else if( sName=="zoomz" ) RageMatrixScaling(&b, 1,1,fArg(1) );
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else if( sName=="rotationx" ) RageMatrixRotationX( &b, fArg(1) );
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else if( sName=="rotationy" ) RageMatrixRotationY( &b, fArg(1) );
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else if( sName=="rotationz" ) RageMatrixRotationZ( &b, fArg(1) );
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else
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{
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CString sError = ssprintf( "MatrixCommand: Unrecognized matrix command name '%s' in command string '%s'.", sName.c_str(), sCommandString.c_str() );
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