commit x64 compilation from lulu cause the other branch dont seems to compile properly at home
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70
include/engine/ui/ui_update.cpp
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70
include/engine/ui/ui_update.cpp
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/* -----------------------------------------------------------------------------
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GSFramework
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Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
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----------------------------------------------------------------------------- */
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#include "ui/ui.h"
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#include "ui/ui_camera.h"
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#include "ui/ui_sprite.h"
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#include "ui/ui_ace_manager.h"
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#include "ui/ui_scene_script_event.h"
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#include "ui/ui_scene_scripted_object.h"
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#include "ui/ui_item_script_event.h"
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#include "ui/ui_item_scripted_object.h"
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#include "script/script_engine_types.h"
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#include "script/script_variant.h"
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#include "log/log.h"
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using namespace GS::S2D;
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//------------------------------------------------------------------------------
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void Scene::SetAsScriptGlobalScene(GS::Script::IVM *_vm)
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{
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if (!_vm)
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_vm = vm;
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if (!_vm || !_vm->IsOpen())
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return;
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_vm->Set("g_scene", GS::Script::Variant(this, GS::Script::typetag_Scene2d));
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_vm->Set("g_clock_fq", GS::Platform::Get().GetClockFrequency());
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void Scene::Update()
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{
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if (clock->GetRefCount() == 1)
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clock->Update();
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float dt = clock->GetDeltaf();
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// ACE update.
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ACEManager::Get()->UpdateACEUnit(this, dt);
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ListForeachPtr(Item *, i, item_list)
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{
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i->automation_player->Evaluate(Time::fromSec(dt));
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switch (i->GetItemType())
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{
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case Item::Type_Sprite:
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case Item::Type_Window:
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{
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Sprite *s = (Sprite *)i;
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ACEManager::Get()->UpdateACEUnit(s, dt);
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}
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break;
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}
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}
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//
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// Script events.
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// if (eval_flag & SceneUpdateEvent)
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{
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scene_event->OnUpdate(this);
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ListForeachPtr(Item *, i, item_list)
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i->item_event->OnUpdate(i);
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}
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}
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//------------------------------------------------------------------------------
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