don't bother trying to hide LuaReference. It's used everywhere, and
allocating it like this make copy ctors a pain.
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@@ -1,23 +1,20 @@
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#include "global.h"
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#include "global.h"
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#include "LuaExpressionTransform.h"
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#include "LuaExpressionTransform.h"
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#include "LuaReference.h"
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#include "LuaManager.h"
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#include "LuaManager.h"
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#include "RageUtil.h"
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#include "RageUtil.h"
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LuaExpressionTransform::LuaExpressionTransform()
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LuaExpressionTransform::LuaExpressionTransform()
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{
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{
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m_pexprTransformFunction = new LuaReference;
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m_iNumSubdivisions = 1;
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m_iNumSubdivisions = 1;
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}
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}
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LuaExpressionTransform::~LuaExpressionTransform()
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LuaExpressionTransform::~LuaExpressionTransform()
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{
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{
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delete m_pexprTransformFunction;
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}
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}
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void LuaExpressionTransform::SetFromReference( const LuaReference &ref )
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void LuaExpressionTransform::SetFromReference( const LuaReference &ref )
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{
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{
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*m_pexprTransformFunction = ref;
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m_exprTransformFunction = ref;
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}
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}
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const Actor::TweenState &LuaExpressionTransform::GetPosition( float fPositionOffsetFromCenter, int iItemIndex, int iNumItems ) const
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const Actor::TweenState &LuaExpressionTransform::GetPosition( float fPositionOffsetFromCenter, int iItemIndex, int iNumItems ) const
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@@ -31,7 +28,7 @@ const Actor::TweenState &LuaExpressionTransform::GetPosition( float fPositionOff
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Actor a;
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Actor a;
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Lua *L = LUA->Get();
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Lua *L = LUA->Get();
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m_pexprTransformFunction->PushSelf( L );
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m_exprTransformFunction.PushSelf( L );
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ASSERT( !lua_isnil(L, -1) );
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ASSERT( !lua_isnil(L, -1) );
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a.PushSelf( L );
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a.PushSelf( L );
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LuaHelpers::Push( fPositionOffsetFromCenter, L );
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LuaHelpers::Push( fPositionOffsetFromCenter, L );
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@@ -4,7 +4,7 @@
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#define LuaExpressionTransform_H
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#define LuaExpressionTransform_H
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#include "Actor.h"
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#include "Actor.h"
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class LuaReference;
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#include "LuaReference.h"
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#include <map>
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#include <map>
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class LuaExpressionTransform
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class LuaExpressionTransform
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@@ -22,7 +22,7 @@ public:
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protected:
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protected:
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LuaReference *m_pexprTransformFunction; // params: self,offset,itemIndex,numItems
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LuaReference m_exprTransformFunction; // params: self,offset,itemIndex,numItems
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int m_iNumSubdivisions; // 1 == one evaluation per position
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int m_iNumSubdivisions; // 1 == one evaluation per position
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struct PositionOffsetAndItemIndex
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struct PositionOffsetAndItemIndex
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{
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{
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