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
@@ -447,8 +447,8 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
{
if( BothPlayersGameCommand(m_GameCommands[PAGE_1][c]) )
{
m_sprPicture[PAGE_1][c].Command( IGNORED_ELEMENT_COMMAND );
m_sprInfo[PAGE_1][c].Command( IGNORED_ELEMENT_COMMAND );
m_sprPicture[PAGE_1][c].RunCommands( IGNORED_ELEMENT_COMMAND );
m_sprInfo[PAGE_1][c].RunCommands( IGNORED_ELEMENT_COMMAND );
// IGNORED_ELEMENT_COMMAND
}
@@ -472,10 +472,10 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
}
m_sprCursor[pn].Command( CURSOR_CHOOSE_COMMAND );
m_sprCursor[pn].RunCommands( CURSOR_CHOOSE_COMMAND );
m_sprOK[pn].SetXY( m_sprShadow[pn].GetDestX(), m_sprShadow[pn].GetDestY() );
m_sprOK[pn].Command( OK_CHOOSE_COMMAND );
m_sprShadow[pn].Command( SHADOW_CHOOSE_COMMAND );
m_sprOK[pn].RunCommands( OK_CHOOSE_COMMAND );
m_sprShadow[pn].RunCommands( SHADOW_CHOOSE_COMMAND );
// check to see if everyone has chosen