Implement animated bitmaps.
Reorganize ZBuffer rendering code a bit.
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288b1b99ba
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10 changed files with 129 additions and 94 deletions
10
lua.cpp
10
lua.cpp
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@ -1095,18 +1095,12 @@ static void NewObjectState() {
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ObjectState::Position pos = check_objstate_pos(2); // When to draw
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char *bitmap = luaL_check_string(3); // Bitmap
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char *zbitmap = NULL; // Zbuffer Bitmap
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bool unk1 = getbool(5); // ?
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bool unk2 = getbool(6);
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bool visible = getbool(5); // Starts visible?
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if (!lua_isnil(lua_getparam(4)))
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zbitmap = luaL_check_string(4);
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#ifndef OSX
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warning("Stub: newObjectState(%d, %d, %s, %s)", setupID, pos, bitmap, zbitmap);
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#endif
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object = new ObjectState(setupID, pos, bitmap, zbitmap,
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unk1, unk2);
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object = new ObjectState(setupID, pos, bitmap, zbitmap, visible);
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Engine::instance()->currScene()->addObjectState(object);
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lua_pushusertag(object, object_tag);
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}
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