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Add Register function and documentation for GameScriptColor, since it will be used in GameScriptMeshInfo.
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@ -1,13 +1,60 @@
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#include "framework.h"
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#include "framework.h"
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#include "GameScriptColor.h"
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#include "GameScriptColor.h"
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/***
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An RGBA or RGB color. Components are set in bytes, with 0 being
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the minimum amount of that component, and 255 being the maximum.
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@classmod Color
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@pragma nostrip
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*/
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void GameScriptColor::Register(sol::state* state)
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{
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state->new_usertype<GameScriptColor>("Color",
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sol::constructors<GameScriptColor(int, int, int)>(),
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/// (int) red component
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//@mem R
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"R", sol::property(&GameScriptColor::GetR, &GameScriptColor::SetR),
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/// (int) green component
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//@mem G
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"G", sol::property(&GameScriptColor::GetG, &GameScriptColor::SetG),
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/// (int) blue component
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//@mem B
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"B", sol::property(&GameScriptColor::GetB, &GameScriptColor::SetB),
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/// (int) alpha component (255 is opaque, 0 is invisible)
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//@mem A
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"A", sol::property(&GameScriptColor::GetA, &GameScriptColor::SetA)
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);
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}
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/***
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@int R red component
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@int G green component
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@int B blue component
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@return A Color object.
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@function Color.new
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*/
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GameScriptColor::GameScriptColor(byte r, byte g, byte b)
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GameScriptColor::GameScriptColor(byte r, byte g, byte b)
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{
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{
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SetR(r);
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SetR(r);
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SetG(g);
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SetG(g);
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SetB(b);
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SetB(b);
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SetA(255);
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}
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}
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/***
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@int R red component
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@int G green component
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@int B blue component
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@int A alpha component (255 is opaque, 0 is invisible)
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@return A Color object.
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@function Color.new
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*/
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GameScriptColor::GameScriptColor(byte r, byte g, byte b, byte a)
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GameScriptColor::GameScriptColor(byte r, byte g, byte b, byte a)
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{
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{
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SetR(r);
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SetR(r);
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@ -2,6 +2,11 @@
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#include "framework.h"
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#include "framework.h"
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namespace sol {
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class state;
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template <typename T> struct as_table_t;
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}
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class GameScriptColor {
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class GameScriptColor {
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public:
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public:
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byte r;
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byte r;
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@ -20,4 +25,6 @@ public:
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void SetB(byte v);
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void SetB(byte v);
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byte GetA();
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byte GetA();
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void SetA(byte v);
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void SetA(byte v);
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void Register(sol::state* state);
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};
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};
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