the various changes that I forgot to commit (cleanup and so forth) into hg,
culminating in syncing with sm-ssc v1.0 public beta 2
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@@ -13,12 +13,10 @@ void DynamicActorScroller::LoadFromNode( const XNode *pNode )
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{
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ActorScroller::LoadFromNode( pNode );
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/*
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* All of our children are identical, since they must be interchangeable.
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/* All of our children are identical, since they must be interchangeable.
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* The <children> node loads only one; we copy the rest.
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*
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* Make one extra copy if masking is enabled.
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*/
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* Make one extra copy if masking is enabled. */
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if( m_SubActors.size() != 1 )
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RageException::Throw( "%s: DynamicActorScroller: loaded %i nodes; require exactly one", ActorUtil::GetWhere(pNode).c_str(), (int)m_SubActors.size() );
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@@ -38,7 +36,7 @@ void DynamicActorScroller::LoadFromNode( const XNode *pNode )
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LUA->Release(L);
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}
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/* Call the expression with line = nil to find out the number of lines. */
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// Call the expression with line = nil to find out the number of lines.
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{
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Lua *L = LUA->Get();
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m_LoadFunction.PushSelf( L );
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@@ -55,20 +53,16 @@ void DynamicActorScroller::LoadFromNode( const XNode *pNode )
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LUA->Release(L);
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}
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/*
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* Reconfigure all items, so the loaded actors actually correspond with
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* m_iFirstSubActorIndex.
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*/
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/* Reconfigure all items, so the loaded actors actually correspond with
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* m_iFirstSubActorIndex. */
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ShiftSubActors( INT_MAX );
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}
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/*
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* Shift m_SubActors forward by iDist, and then fill in the new entries.
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/* Shift m_SubActors forward by iDist, and then fill in the new entries.
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*
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* Important: under normal scrolling, with or without m_bLoop, at most one
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* object is created per update, and this normally only happens when an
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* object comes on screen. Extra actor updates are avoided for efficiency.
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*/
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* object comes on screen. Extra actor updates are avoided for efficiency. */
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void DynamicActorScroller::ShiftSubActors( int iDist )
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{
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ActorScroller::ShiftSubActors( iDist );
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