added code for SendObjectToBack and SendObjectToFront
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parent
e345595a63
commit
6413affb5c
4 changed files with 46 additions and 15 deletions
35
lua.cpp
35
lua.cpp
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@ -1669,7 +1669,7 @@ static void NewObjectState() {
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OBJSTATE_STATE = 3
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};
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ObjectState *object = NULL;
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ObjectState *state = NULL;
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int setupID = check_int(1); // Setup ID
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ObjectState::Position pos = check_objstate_pos(2); // When to draw
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@ -1680,14 +1680,34 @@ static void NewObjectState() {
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if (!lua_isnil(lua_getparam(4)))
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zbitmap = luaL_check_string(4);
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object = new ObjectState(setupID, pos, bitmap, zbitmap, visible);
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g_engine->currScene()->addObjectState(object);
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lua_pushusertag(object, MKID('STAT'));
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state = new ObjectState(setupID, pos, bitmap, zbitmap, visible);
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g_engine->currScene()->addObjectState(state);
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lua_pushusertag(state, MKID('STAT'));
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}
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static void FreeObjectState() {
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ObjectState *object = check_object(1);
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g_engine->currScene()->deleteObjectState(object);
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ObjectState *state = check_object(1);
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g_engine->currScene()->deleteObjectState(state);
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}
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static void SendObjectToBack() {
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stubWarning("VERIFY: SendObjectToBack");
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ObjectState *state = check_object(1);
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// moving object to top in list ?
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g_engine->currScene()->moveObjectStateToFirst(state);
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}
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static void SendObjectToFront() {
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stubWarning("VERIFY: SendObjectToFront");
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ObjectState *state = check_object(1);
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g_engine->currScene()->moveObjectStateToLast(state);
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// moving object to last in list ?
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}
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static void SetObjectType() {
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ObjectState *state = check_object(1);
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ObjectState::Position pos = check_objstate_pos(2);
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state->setPos(pos);
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}
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static void GetCurrentScript() {
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@ -1878,9 +1898,6 @@ STUB_FUNC(SetActorCollisionScale)
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STUB_FUNC(SetActorCollisionMode)
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STUB_FUNC(FlushControls)
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STUB_FUNC(ActorToClean)
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STUB_FUNC(SendObjectToFront)
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STUB_FUNC(SendObjectToBack)
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STUB_FUNC(SetObjectType)
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STUB_FUNC(SetActorShadowValid)
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STUB_FUNC(AddShadowPlane)
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STUB_FUNC(KillActorShadows)
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