in the middle of working on 1.70. Now compiles in Visual Studio.net
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+5
-15
@@ -41,9 +41,9 @@ public:
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virtual void StartAnimating() { m_bIsAnimating = TRUE; };
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virtual void StopAnimating() { m_bIsAnimating = FALSE; };
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virtual void SetState( UINT uNewState );
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virtual void SetState( int iNewState );
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UINT GetNumStates() { return m_uNumStates; };
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int GetNumStates() { return m_iNumStates; };
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CString GetTexturePath() { return m_sTexturePath; };
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@@ -53,12 +53,6 @@ public:
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void SetCustomImageRect( FRECT rectImageCoords ); // in image pixel space
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void SetCustomImageCoords( float fImageCoords[8] );
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void TurnShadowOn() { m_bHasShadow = true; };
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void TurnShadowOff() { m_bHasShadow = false; };
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void SetBlendModeAdd() { m_bBlendAdd = true; };
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void SetBlendModeNormal() { m_bBlendAdd = false; };
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protected:
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virtual bool LoadFromTexture( CString sTexturePath, DWORD dwHints = 0, bool bForceReload = false );
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@@ -72,20 +66,16 @@ protected:
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RageTexture* m_pTexture;
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CString m_sTexturePath;
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UINT m_uFrame[MAX_SPRITE_STATES]; // array of indicies into m_rectBitmapFrames
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int m_iStateToFrame[MAX_SPRITE_STATES]; // array of indicies into m_rectBitmapFrames
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float m_fDelay[MAX_SPRITE_STATES];
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UINT m_uNumStates;
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UINT m_uCurState;
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int m_iNumStates;
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int m_iCurState;
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bool m_bIsAnimating;
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float m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame
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bool m_bUsingCustomTexCoords;
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//FRECT m_CustomTexCoordRect;
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float m_CustomTexCoords[8]; // (x,y) * 4
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bool m_bHasShadow;
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bool m_bBlendAdd;
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};
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