rename: ActorCommand -> Command
Make Command smaller and more generic. Parse arguments on use, not in Command::Load.
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@@ -94,15 +94,15 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
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m_sprTitle[p].Load( THEME->GetPathToG("ScreenSelectCharacter title 2x2") );
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m_sprTitle[p].SetState( GAMESTATE->IsHumanPlayer(p) ? p : 2+p );
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m_sprTitle[p].StopAnimating();
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m_sprTitle[p].Command( TITLE_ON_COMMAND(p) );
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m_sprTitle[p].RunCommands( TITLE_ON_COMMAND(p) );
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this->AddChild( &m_sprTitle[p] );
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m_sprCard[p].Command( CARD_ON_COMMAND(p) );
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m_sprCard[p].RunCommands( CARD_ON_COMMAND(p) );
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this->AddChild( &m_sprCard[p] );
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m_sprCardArrows[p].Load( THEME->GetPathToG("ScreenSelectCharacter card arrows") );
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m_sprCardArrows[p].Command( CARD_ARROWS_ON_COMMAND(p) );
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m_sprCardArrows[p].RunCommands( CARD_ARROWS_ON_COMMAND(p) );
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this->AddChild( &m_sprCardArrows[p] );
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for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
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@@ -116,7 +116,7 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
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m_sprAttackFrame[p].Load( THEME->GetPathToG("ScreenSelectCharacter attack frame 1x2") );
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m_sprAttackFrame[p].StopAnimating();
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m_sprAttackFrame[p].SetState( p );
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m_sprAttackFrame[p].Command( ATTACK_FRAME_ON_COMMAND(p) );
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m_sprAttackFrame[p].RunCommands( ATTACK_FRAME_ON_COMMAND(p) );
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this->AddChild( &m_sprAttackFrame[p] );
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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@@ -125,14 +125,14 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
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float fX = ATTACK_ICONS_START_X(p) + ATTACK_ICONS_SPACING_X*j;
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float fY = ATTACK_ICONS_START_Y(p) + ATTACK_ICONS_SPACING_Y*i;
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m_AttackIcons[p][i][j].SetXY( fX, fY );
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m_AttackIcons[p][i][j].Command( ATTACK_ICONS_ON_COMMAND(p) );
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m_AttackIcons[p][i][j].RunCommands( ATTACK_ICONS_ON_COMMAND(p) );
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this->AddChild( &m_AttackIcons[p][i][j] );
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}
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}
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}
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m_sprExplanation.Load( THEME->GetPathToG("ScreenSelectCharacter explanation") );
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m_sprExplanation.Command( EXPLANATION_ON_COMMAND );
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m_sprExplanation.RunCommands( EXPLANATION_ON_COMMAND );
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this->AddChild( &m_sprExplanation );
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@@ -151,7 +151,7 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
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}
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for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
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m_sprIcons[p][i].Command( ICONS_ON_COMMAND(p) );
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m_sprIcons[p][i].RunCommands( ICONS_ON_COMMAND(p) );
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}
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TweenOnScreen();
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@@ -374,20 +374,20 @@ void ScreenSelectCharacter::TweenOffScreen()
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{
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FOREACH_PlayerNumber( p )
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{
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m_sprCard[p].Command( CARD_OFF_COMMAND(p) );
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m_sprTitle[p].Command( TITLE_OFF_COMMAND(p) );
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m_sprCardArrows[p].Command( CARD_ARROWS_OFF_COMMAND(p) );
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m_sprCard[p].RunCommands( CARD_OFF_COMMAND(p) );
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m_sprTitle[p].RunCommands( TITLE_OFF_COMMAND(p) );
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m_sprCardArrows[p].RunCommands( CARD_ARROWS_OFF_COMMAND(p) );
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if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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{
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m_sprAttackFrame[p].Command( ATTACK_FRAME_OFF_COMMAND(p) );
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m_sprAttackFrame[p].RunCommands( ATTACK_FRAME_OFF_COMMAND(p) );
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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m_AttackIcons[p][i][j].Command( ATTACK_ICONS_OFF_COMMAND(p) );
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m_AttackIcons[p][i][j].RunCommands( ATTACK_ICONS_OFF_COMMAND(p) );
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}
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for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
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m_sprIcons[p][i].Command( ICONS_OFF_COMMAND(p) );
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m_sprIcons[p][i].RunCommands( ICONS_OFF_COMMAND(p) );
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}
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m_sprExplanation.Command( EXPLANATION_OFF_COMMAND );
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m_sprExplanation.RunCommands( EXPLANATION_OFF_COMMAND );
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}
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void ScreenSelectCharacter::TweenOnScreen()
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