remove bindings; use eg. sprite:GetTexture():loop( f )

This commit is contained in:
Glenn Maynard
2006-07-28 23:25:45 +00:00
parent 6009e1febb
commit ba66d3f4b3
-11
View File
@@ -930,14 +930,6 @@ public:
return 1;
}
/* Texture commands; these could be moved to RageTexture* (even though that's
* not an Actor) if these are needed for other things that use textures.
* We'd need to break the command helpers into a separate function; RageTexture
* shouldn't depend on Actor. */
static int position( T* p, lua_State *L ) { p->SetPosition( FArg(1) ); return 0; }
static int loop( T* p, lua_State *L ) { p->SetLooping( !!IArg(1) ); return 0; }
static int rate( T* p, lua_State *L ) { p->SetPlaybackRate( FArg(1) ); return 0; }
static void Register(lua_State *L) {
ADD_METHOD( Load );
ADD_METHOD( LoadBanner );
@@ -949,9 +941,6 @@ public:
ADD_METHOD( setstate );
ADD_METHOD( GetAnimationLengthSeconds );
ADD_METHOD( GetTexture );
ADD_METHOD( position );
ADD_METHOD( loop );
ADD_METHOD( rate );
Luna<T>::Register( L );
}