sprite -> autoactor
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@@ -11,6 +11,7 @@
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#include "ActorUtil.h"
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#include "ActorUtil.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "LuaManager.h"
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#include "LuaManager.h"
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#include "AutoActor.h"
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const float PARTICLE_SPEED = 300;
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const float PARTICLE_SPEED = 300;
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@@ -522,22 +523,19 @@ void BGAnimationLayer::LoadFromNode( const CString& sDir, const XNode* pNode )
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CString sPath = sAniDir+sFile;
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CString sPath = sAniDir+sFile;
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CollapsePath( sPath );
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CollapsePath( sPath );
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Sprite s;
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AutoActor s;
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RageTextureID ID(sPath);
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s.Load( sPath );
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ID.bStretch = true;
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s.Load( ID );
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if( m_fTilesSpacingX == -1 )
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if( m_fTilesSpacingX == -1 )
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m_fTilesSpacingX = s.GetUnzoomedWidth();
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m_fTilesSpacingX = s->GetUnzoomedWidth();
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if( m_fTilesSpacingY == -1 )
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if( m_fTilesSpacingY == -1 )
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m_fTilesSpacingY = s.GetUnzoomedHeight();
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m_fTilesSpacingY = s->GetUnzoomedHeight();
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m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
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m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
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m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
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m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
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unsigned NumSprites = m_iNumTilesWide * m_iNumTilesHigh;
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unsigned NumSprites = m_iNumTilesWide * m_iNumTilesHigh;
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for( unsigned i=0; i<NumSprites; i++ )
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for( unsigned i=0; i<NumSprites; i++ )
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{
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{
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Sprite* pSprite = new Sprite;
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Actor* pSprite = ActorUtil::MakeActor( sPath );
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this->AddChild( pSprite );
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this->AddChild( pSprite );
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pSprite->Load( ID );
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pSprite->SetTextureWrapping( true ); // gets rid of some "cracks"
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pSprite->SetTextureWrapping( true ); // gets rid of some "cracks"
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pSprite->SetZoom( randomf(fZoomMin,fZoomMax) );
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pSprite->SetZoom( randomf(fZoomMin,fZoomMax) );
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}
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}
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