It's for use with RestoreData (I always fly SuperStrict, man) -- I'm writing a very simple tile system to underpin a shooter whimsy and I'm using Max's OOP-style types to let me encapsulate the system within a namespace (ie there are no instances of the tile system, the type declaration *is* the instance and its global vars are the fields that its functions can share). So far so neat, and I wanted to retain the neatness by doing something like...
tileSys.mapData(BGIndex:int,dataLabel:???) [which is an instruction to map the data at the data label to the given background]
...then within tileSys.mapData() I would RestoreData dataLabel. Instead it looks like I'll either have to RestoreData in the main code before calling mapData() or pass an integer and hard-code a Select...Case restore based on which portion of data the integer represents (ie if it's 1 then RestoreData levelOneData etc)
No biggy as this kind of data tends to end up in files anyway, I just would've liked to have been able to play about with inline data the same way (would rather concentrate on the tile system now and the file system later but hey ho...)
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