Don't use negative names for booleans: rename Hidden -> Visible, but still support the old interfaces.
This commit is contained in:
+2
-144
@@ -52,7 +52,7 @@ void Actor::Reset()
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m_effectColor1 = RageColor(1,1,1,1);
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m_effectColor2 = RageColor(1,1,1,1);
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m_bHidden = false;
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m_bVisible = true;
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m_fShadowLength = 0;
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m_bIsAnimating = true;
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m_fHibernateSecondsLeft = 0;
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@@ -145,7 +145,7 @@ void Actor::LoadFromNode( const CString& sDir, const XNode* pNode )
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void Actor::Draw()
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{
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if( m_bHidden )
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if( !m_bVisible )
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return; // early abort
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if( m_fHibernateSecondsLeft > 0 )
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return; // early abort
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@@ -770,148 +770,6 @@ void Actor::RunCommands2( const LuaReference& cmds, Actor *pParent )
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lua_call(LUA->L, 2, 0);
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}
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/*
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void Actor::HandleCommand( const Command &command )
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{
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BeginHandleArgs;
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const CString &sName = command.GetName();
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#if defined(DEBUG)
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if( sName == "x" || sName == "y" ) // an absolute X or Y position
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{
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if( isdigit(sArg(1)[0]) && sArg(1).Find('-') == -1 && sArg(1).Find('+') == -1 )
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{
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LOG->Warn( "Command '%s' should contain a SCREEN_* constant", command.GetOriginalCommandString().c_str() );
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}
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}
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#endif
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// Commands that go in the tweening queue:
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if ( sName=="sleep" ) Sleep( fArg(1) );
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else if( sName=="linear" ) BeginTweening( fArg(1), TWEEN_LINEAR );
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else if( sName=="accelerate" ) BeginTweening( fArg(1), TWEEN_ACCELERATE );
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else if( sName=="decelerate" ) BeginTweening( fArg(1), TWEEN_DECELERATE );
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else if( sName=="bouncebegin" ) BeginTweening( fArg(1), TWEEN_BOUNCE_BEGIN );
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else if( sName=="bounceend" ) BeginTweening( fArg(1), TWEEN_BOUNCE_END );
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else if( sName=="spring" ) BeginTweening( fArg(1), TWEEN_SPRING );
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else if( sName=="stoptweening" ) { StopTweening(); BeginTweening( 0.0001f, TWEEN_LINEAR ); } // Why BeginT again? -Chris
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else if( sName=="finishtweening" ) FinishTweening();
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else if( sName=="hurrytweening" ) HurryTweening( fArg(1) );
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else if( sName=="x" ) SetX( fArg(1) );
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else if( sName=="y" ) SetY( fArg(1) );
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else if( sName=="z" ) SetZ( fArg(1) );
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else if( sName=="addx" ) AddX( fArg(1) );
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else if( sName=="addy" ) AddY( fArg(1) );
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else if( sName=="addz" ) AddZ( fArg(1) );
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else if( sName=="zoom" ) SetZoom( fArg(1) );
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else if( sName=="zoomx" ) SetZoomX( fArg(1) );
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else if( sName=="zoomy" ) SetZoomY( fArg(1) );
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else if( sName=="zoomz" ) SetZoomZ( fArg(1) );
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else if( sName=="zoomtowidth" ) ZoomToWidth( fArg(1) );
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else if( sName=="zoomtoheight" ) ZoomToHeight( fArg(1) );
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else if( sName=="stretchto" ) StretchTo( RectF( fArg(1), fArg(2), fArg(3), fArg(4) ) );
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else if( sName=="cropleft" ) SetCropLeft( fArg(1) );
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else if( sName=="croptop" ) SetCropTop( fArg(1) );
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else if( sName=="cropright" ) SetCropRight( fArg(1) );
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else if( sName=="cropbottom" ) SetCropBottom( fArg(1) );
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else if( sName=="fadeleft" ) SetFadeLeft( fArg(1) );
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else if( sName=="fadetop" ) SetFadeTop( fArg(1) );
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else if( sName=="faderight" ) SetFadeRight( fArg(1) );
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else if( sName=="fadebottom" ) SetFadeBottom( fArg(1) );
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else if( sName=="diffuse" ) SetDiffuse( cArg(1) );
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else if( sName=="diffuseleftedge" ) SetDiffuseLeftEdge( cArg(1) );
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else if( sName=="diffuserightedge" ) SetDiffuseRightEdge( cArg(1) );
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else if( sName=="diffusetopedge" ) SetDiffuseTopEdge( cArg(1) );
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else if( sName=="diffusebottomedge" ) SetDiffuseBottomEdge( cArg(1) );
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// Add left/right/top/bottom for alpha if needed.
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else if( sName=="diffusealpha" ) SetDiffuseAlpha( fArg(1) );
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else if( sName=="diffusecolor" ) SetDiffuseColor( cArg(1) );
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else if( sName=="glow" ) SetGlow( cArg(1) );
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else if( sName=="rotationx" ) SetRotationX( fArg(1) );
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else if( sName=="rotationy" ) SetRotationY( fArg(1) );
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else if( sName=="rotationz" ) SetRotationZ( fArg(1) );
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else if( sName=="heading" ) AddRotationH( fArg(1) );
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else if( sName=="pitch" ) AddRotationP( fArg(1) );
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else if( sName=="roll" ) AddRotationR( fArg(1) );
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else if( sName=="shadowlength" ) SetShadowLength( fArg(1) );
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else if( sName=="horizalign" ) SetHorizAlign( sArg(1) );
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else if( sName=="vertalign" ) SetVertAlign( sArg(1) );
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else if( sName=="diffuseblink" ) SetEffectDiffuseBlink();
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else if( sName=="diffuseshift" ) SetEffectDiffuseShift();
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else if( sName=="glowblink" ) SetEffectGlowBlink();
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else if( sName=="glowshift" ) SetEffectGlowShift();
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else if( sName=="rainbow" ) SetEffectRainbow();
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else if( sName=="wag" ) SetEffectWag();
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else if( sName=="bounce" ) SetEffectBounce();
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else if( sName=="bob" ) SetEffectBob();
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else if( sName=="pulse" ) SetEffectPulse();
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else if( sName=="spin" ) SetEffectSpin();
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else if( sName=="vibrate" ) SetEffectVibrate();
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else if( sName=="stopeffect" ) SetEffectNone();
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else if( sName=="effectcolor1" ) SetEffectColor1( cArg(1) );
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else if( sName=="effectcolor2" ) SetEffectColor2( cArg(1) );
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else if( sName=="effectperiod" ) SetEffectPeriod( fArg(1) );
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else if( sName=="effectoffset" ) SetEffectOffset( fArg(1) );
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else if( sName=="effectdelay" ) SetEffectDelay( fArg(1) );
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else if( sName=="effectclock" ) SetEffectClock( sArg(1) );
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else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fArg(1),fArg(2),fArg(3)) );
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else if( sName=="scaletocover" ) { RectF R(fArg(1), fArg(2), fArg(3), fArg(4)); ScaleToCover(R); }
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else if( sName=="scaletofit" ) { RectF R(fArg(1), fArg(2), fArg(3), fArg(4)); ScaleToFitInside(R); }
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// Commands that take effect immediately (ignoring the tweening queue):
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else if( sName=="animate" ) EnableAnimation( bArg(1) );
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else if( sName=="play" ) EnableAnimation( true );
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else if( sName=="pause" ) EnableAnimation( false );
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else if( sName=="setstate" ) SetState( iArg(1) );
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else if( sName=="texturewrapping" ) SetTextureWrapping( bArg(1) );
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else if( sName=="additiveblend" ) SetBlendMode( bArg(1) ? BLEND_ADD : BLEND_NORMAL );
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else if( sName=="blend" ) SetBlendMode( sArg(1) );
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else if( sName=="zbuffer" ) SetUseZBuffer( bArg(1) );
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else if( sName=="ztest" ) SetZTestMode( bArg(1)?ZTEST_WRITE_ON_PASS:ZTEST_OFF );
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else if( sName=="ztestmode" ) SetZTestMode( sArg(1) );
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else if( sName=="zwrite" ) SetZWrite( bArg(1) );
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else if( sName=="clearzbuffer" ) SetClearZBuffer( bArg(1) );
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else if( sName=="backfacecull" ) SetCullMode( bArg(1) ? CULL_BACK : CULL_NONE );
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else if( sName=="cullmode" ) SetCullMode( sArg(1) );
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else if( sName=="hidden" ) SetHidden( bArg(1) );
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else if( sName=="hibernate" ) SetHibernate( fArg(1) );
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else if( sName=="draworder" ) SetDrawOrder( iArg(1) );
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else if( sName=="playcommand" ) PlayCommand( sArg(1) );
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else if( sName=="queuecommand" )
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{
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Command newcommand = command;
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newcommand.m_vsArgs.erase( newcommand.m_vsArgs.begin() );
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QueueCommand( newcommand );
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return; // don't do argument count checking
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}
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// These are commands intended for a Sprite commands, but they will get
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// sent to all sub-actors (which aren't necessarily Sprites) on
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// GainFocus and LoseFocus. So, don't run EndHandleArgs
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// on these commands.
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else if(
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sName=="customtexturerect" ||
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sName=="texcoordvelocity" ||
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sName=="scaletoclipped" ||
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sName=="stretchtexcoords" ||
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sName=="position" ||
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sName=="loop" ||
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sName=="rate" ||
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sName=="propagate" )
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{
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return;
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}
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else
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{
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CString sError = ssprintf( "Actor::HandleCommand: Unrecognized command name '%s'.", sName.c_str() );
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LOG->Warn( sError );
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Dialog::OK( sError );
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}
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EndHandleArgs;
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}
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*/
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float Actor::GetCommandsLengthSeconds( const LuaReference& cmds )
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{
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Actor temp;
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@@ -289,8 +289,10 @@ public:
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//
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// other properties
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//
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bool GetHidden() const { return m_bHidden; }
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void SetHidden( bool b ) { m_bHidden = b; }
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bool GetVisible() const { return m_bVisible; }
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bool GetHidden() const { return !m_bVisible; }
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void SetVisible( bool b ) { m_bVisible = b; }
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void SetHidden( bool b ) { m_bVisible = !b; }
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void SetShadowLength( float fLength );
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// TODO: Implement hibernate as a tween type?
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void SetHibernate( float fSecs ) { m_fHibernateSecondsLeft = fSecs; }
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@@ -416,7 +418,7 @@ protected:
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//
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// other properties
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//
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bool m_bHidden;
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bool m_bVisible;
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float m_fHibernateSecondsLeft;
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float m_fShadowLength; // 0 == no shadow
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bool m_bIsAnimating;
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@@ -535,6 +537,7 @@ public:
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static int clearzbuffer( T* p, lua_State *L ) { p->SetClearZBuffer(!!IArg(1)); return 0; }
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static int backfacecull( T* p, lua_State *L ) { p->SetCullMode((!!IArg(1)) ? CULL_BACK : CULL_NONE); return 0; }
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static int cullmode( T* p, lua_State *L ) { p->SetCullModeString(SArg(1)); return 0; }
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static int visible( T* p, lua_State *L ) { p->SetVisible(!!IArg(1)); return 0; }
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static int hidden( T* p, lua_State *L ) { p->SetHidden(!!IArg(1)); return 0; }
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static int hibernate( T* p, lua_State *L ) { p->SetHibernate(FArg(1)); return 0; }
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static int draworder( T* p, lua_State *L ) { p->SetDrawOrder(IArg(1)); return 0; }
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@@ -634,6 +637,7 @@ public:
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ADD_METHOD( clearzbuffer )
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ADD_METHOD( backfacecull )
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ADD_METHOD( cullmode )
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ADD_METHOD( visible )
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ADD_METHOD( hidden )
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ADD_METHOD( hibernate )
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ADD_METHOD( draworder )
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