Reset sprite state when setting new state properties.
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@@ -1127,6 +1127,10 @@ public:
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}
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}
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vector<Sprite::State> new_states;
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vector<Sprite::State> new_states;
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size_t num_states= lua_objlen(L, 1);
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size_t num_states= lua_objlen(L, 1);
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if(num_states == 0)
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{
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luaL_error(L, "A Sprite cannot have zero states.");
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}
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for(size_t s= 0; s < num_states; ++s)
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for(size_t s= 0; s < num_states; ++s)
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{
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{
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Sprite::State new_state;
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Sprite::State new_state;
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+1
-1
@@ -57,7 +57,7 @@ public:
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virtual float GetAnimationLengthSeconds() const;
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virtual float GetAnimationLengthSeconds() const;
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virtual void SetSecondsIntoAnimation( float fSeconds );
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virtual void SetSecondsIntoAnimation( float fSeconds );
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void SetStateProperties(const vector<State>& new_states)
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void SetStateProperties(const vector<State>& new_states)
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{ m_States= new_states; }
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{ m_States= new_states; SetState(0); }
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RString GetTexturePath() const;
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RString GetTexturePath() const;
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