Implement animated bitmaps.

Reorganize ZBuffer rendering code a bit.
This commit is contained in:
Daniel Schepler 2004-03-23 10:38:02 +00:00
parent 288b1b99ba
commit e1a465cd44
10 changed files with 129 additions and 94 deletions

10
lua.cpp
View file

@ -1095,18 +1095,12 @@ static void NewObjectState() {
ObjectState::Position pos = check_objstate_pos(2); // When to draw
char *bitmap = luaL_check_string(3); // Bitmap
char *zbitmap = NULL; // Zbuffer Bitmap
bool unk1 = getbool(5); // ?
bool unk2 = getbool(6);
bool visible = getbool(5); // Starts visible?
if (!lua_isnil(lua_getparam(4)))
zbitmap = luaL_check_string(4);
#ifndef OSX
warning("Stub: newObjectState(%d, %d, %s, %s)", setupID, pos, bitmap, zbitmap);
#endif
object = new ObjectState(setupID, pos, bitmap, zbitmap,
unk1, unk2);
object = new ObjectState(setupID, pos, bitmap, zbitmap, visible);
Engine::instance()->currScene()->addObjectState(object);
lua_pushusertag(object, object_tag);
}