Add GetHAlign and GetVAlign Lua bindings to Actor.
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@@ -1509,6 +1509,8 @@ public:
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DEFINE_METHOD( GetDiffuse, GetDiffuse() )
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DEFINE_METHOD( GetDiffuse, GetDiffuse() )
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static int GetDiffuseAlpha( T* p, lua_State *L ) { lua_pushnumber( L, p->GetDiffuseAlpha() ); return 1; }
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static int GetDiffuseAlpha( T* p, lua_State *L ) { lua_pushnumber( L, p->GetDiffuseAlpha() ); return 1; }
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static int GetVisible( T* p, lua_State *L ) { lua_pushboolean( L, p->GetVisible() ); return 1; }
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static int GetVisible( T* p, lua_State *L ) { lua_pushboolean( L, p->GetVisible() ); return 1; }
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static int GetHAlign( T* p, lua_State *L ) { lua_pushnumber( L, p->GetHorizAlign() ); return 1; }
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static int GetVAlign( T* p, lua_State *L ) { lua_pushnumber( L, p->GetVertAlign() ); return 1; }
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static int GetName( T* p, lua_State *L ) { lua_pushstring( L, p->GetName() ); return 1; }
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static int GetName( T* p, lua_State *L ) { lua_pushstring( L, p->GetName() ); return 1; }
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static int GetParent( T* p, lua_State *L )
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static int GetParent( T* p, lua_State *L )
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@@ -1673,6 +1675,8 @@ public:
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ADD_METHOD( GetDiffuse );
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ADD_METHOD( GetDiffuse );
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ADD_METHOD( GetDiffuseAlpha );
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ADD_METHOD( GetDiffuseAlpha );
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ADD_METHOD( GetVisible );
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ADD_METHOD( GetVisible );
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ADD_METHOD( GetHAlign );
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ADD_METHOD( GetVAlign );
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ADD_METHOD( GetName );
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ADD_METHOD( GetName );
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ADD_METHOD( GetParent );
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ADD_METHOD( GetParent );
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+2
-1
@@ -276,7 +276,8 @@ public:
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virtual void SetVertAlign( float f ) { m_fVertAlign = f; }
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virtual void SetVertAlign( float f ) { m_fVertAlign = f; }
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void SetHorizAlign( HorizAlign ha ) { SetHorizAlign( (ha == HorizAlign_Left)? 0.0f: (ha == HorizAlign_Center)? 0.5f: +1.0f ); }
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void SetHorizAlign( HorizAlign ha ) { SetHorizAlign( (ha == HorizAlign_Left)? 0.0f: (ha == HorizAlign_Center)? 0.5f: +1.0f ); }
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void SetVertAlign( VertAlign va ) { SetVertAlign( (va == VertAlign_Top)? 0.0f: (va == VertAlign_Middle)? 0.5f: +1.0f ); }
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void SetVertAlign( VertAlign va ) { SetVertAlign( (va == VertAlign_Top)? 0.0f: (va == VertAlign_Middle)? 0.5f: +1.0f ); }
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virtual float GetHorizAlign() { return m_fHorizAlign; }
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virtual float GetVertAlign() { return m_fVertAlign; }
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// effects
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// effects
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#if defined(SSC_FUTURES)
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#if defined(SSC_FUTURES)
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