[Actor] add new Lua bindings/commands: addrotationx, addrotationy, addrotationz
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@@ -1378,6 +1378,9 @@ public:
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static int rotationx( T* p, lua_State *L ) { p->SetRotationX(FArg(1)); return 0; }
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static int rotationx( T* p, lua_State *L ) { p->SetRotationX(FArg(1)); return 0; }
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static int rotationy( T* p, lua_State *L ) { p->SetRotationY(FArg(1)); return 0; }
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static int rotationy( T* p, lua_State *L ) { p->SetRotationY(FArg(1)); return 0; }
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static int rotationz( T* p, lua_State *L ) { p->SetRotationZ(FArg(1)); return 0; }
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static int rotationz( T* p, lua_State *L ) { p->SetRotationZ(FArg(1)); return 0; }
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static int addrotationx( T* p, lua_State *L ) { p->AddRotationX(FArg(1)); return 0; }
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static int addrotationy( T* p, lua_State *L ) { p->AddRotationY(FArg(1)); return 0; }
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static int addrotationz( T* p, lua_State *L ) { p->AddRotationZ(FArg(1)); return 0; }
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static int getrotation( T* p, lua_State *L ) { lua_pushnumber(L, p->GetRotationX()); lua_pushnumber(L, p->GetRotationY()); lua_pushnumber(L, p->GetRotationZ()); return 3; }
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static int getrotation( T* p, lua_State *L ) { lua_pushnumber(L, p->GetRotationX()); lua_pushnumber(L, p->GetRotationY()); lua_pushnumber(L, p->GetRotationZ()); return 3; }
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static int baserotationx( T* p, lua_State *L ) { p->SetBaseRotationX(FArg(1)); return 0; }
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static int baserotationx( T* p, lua_State *L ) { p->SetBaseRotationX(FArg(1)); return 0; }
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static int baserotationy( T* p, lua_State *L ) { p->SetBaseRotationY(FArg(1)); return 0; }
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static int baserotationy( T* p, lua_State *L ) { p->SetBaseRotationY(FArg(1)); return 0; }
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@@ -1588,6 +1591,9 @@ public:
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ADD_METHOD( rotationx );
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ADD_METHOD( rotationx );
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ADD_METHOD( rotationy );
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ADD_METHOD( rotationy );
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ADD_METHOD( rotationz );
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ADD_METHOD( rotationz );
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ADD_METHOD( addrotationx );
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ADD_METHOD( addrotationy );
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ADD_METHOD( addrotationz );
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ADD_METHOD( getrotation );
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ADD_METHOD( getrotation );
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ADD_METHOD( baserotationx );
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ADD_METHOD( baserotationx );
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ADD_METHOD( baserotationy );
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ADD_METHOD( baserotationy );
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+8
-4
@@ -103,7 +103,6 @@ public:
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RectF fade; // 0 = no fade
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RectF fade; // 0 = no fade
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RageColor diffuse[4];
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RageColor diffuse[4];
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RageColor glow;
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RageColor glow;
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// GlowMode glowmode; // oh hello...
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float aux;
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float aux;
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};
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};
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@@ -191,9 +190,14 @@ public:
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float GetRotationX() const { return DestTweenState().rotation.x; }
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float GetRotationX() const { return DestTweenState().rotation.x; }
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float GetRotationY() const { return DestTweenState().rotation.y; }
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float GetRotationY() const { return DestTweenState().rotation.y; }
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float GetRotationZ() const { return DestTweenState().rotation.z; }
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float GetRotationZ() const { return DestTweenState().rotation.z; }
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void SetRotationX( float rot ) { DestTweenState().rotation.x = rot; }
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void SetRotationX( float rot ) { DestTweenState().rotation.x = rot; }
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void SetRotationY( float rot ) { DestTweenState().rotation.y = rot; }
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void SetRotationY( float rot ) { DestTweenState().rotation.y = rot; }
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void SetRotationZ( float rot ) { DestTweenState().rotation.z = rot; }
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void SetRotationZ( float rot ) { DestTweenState().rotation.z = rot; }
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// added in StepNXA, now available in sm-ssc:
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void AddRotationX( float rot ) { DestTweenState().rotation.x += rot; };
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void AddRotationY( float rot ) { DestTweenState().rotation.y += rot; };
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void AddRotationZ( float rot ) { DestTweenState().rotation.z += rot; };
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// and these were normally in SM:
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void AddRotationH( float rot );
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void AddRotationH( float rot );
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void AddRotationP( float rot );
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void AddRotationP( float rot );
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void AddRotationR( float rot );
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void AddRotationR( float rot );
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