remove bindings; use eg. sprite:GetTexture():loop( f )
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@@ -930,14 +930,6 @@ public:
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return 1;
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return 1;
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}
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}
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/* Texture commands; these could be moved to RageTexture* (even though that's
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* not an Actor) if these are needed for other things that use textures.
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* We'd need to break the command helpers into a separate function; RageTexture
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* shouldn't depend on Actor. */
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static int position( T* p, lua_State *L ) { p->SetPosition( FArg(1) ); return 0; }
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static int loop( T* p, lua_State *L ) { p->SetLooping( !!IArg(1) ); return 0; }
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static int rate( T* p, lua_State *L ) { p->SetPlaybackRate( FArg(1) ); return 0; }
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static void Register(lua_State *L) {
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static void Register(lua_State *L) {
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ADD_METHOD( Load );
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ADD_METHOD( Load );
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ADD_METHOD( LoadBanner );
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ADD_METHOD( LoadBanner );
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@@ -949,9 +941,6 @@ public:
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ADD_METHOD( setstate );
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ADD_METHOD( setstate );
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ADD_METHOD( GetAnimationLengthSeconds );
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ADD_METHOD( GetAnimationLengthSeconds );
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ADD_METHOD( GetTexture );
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ADD_METHOD( GetTexture );
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ADD_METHOD( position );
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ADD_METHOD( loop );
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ADD_METHOD( rate );
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Luna<T>::Register( L );
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Luna<T>::Register( L );
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}
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}
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