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SetViewMode()


Go to solution Solved by Josh,

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Posted

It seems like all that stuff is in there:

	void Sprite::BindClass(sol::state* L)
	{
		L->set("SPRITEVIEW_DEFAULT", SPRITEVIEW_DEFAULT);
		L->set("SPRITEVIEW_BILLBOARD", SPRITEVIEW_BILLBOARD);
		L->set("SPRITEVIEW_XROTATION", SPRITEVIEW_XROTATION);
		L->set("SPRITEVIEW_YROTATION", SPRITEVIEW_YROTATION);
		L->set("SPRITEVIEW_ZROTATION", SPRITEVIEW_ZROTATION);

		L->new_usertype<Sprite>
			(
				"SpriteClass",
				sol::base_classes, sol::bases<Entity>(),
				sol::meta_function::index, &Entity::dynamic_get,
				sol::meta_function::new_index, &Entity::dynamic_set,
				"SetClipRegion", &Sprite::SetClipRegion,
				"size", sol::property([](Sprite& s) { return s.size; }),
				"mesh", sol::property([](Sprite& s) { return s.mesh; }),
				"SetViewMode", &SetViewMode,
				"SetText", [](Sprite& s, std::string t) { s.SetText(t); }

How is sprite_ledgemarker being created? Are you sure the variable is a sprite? I noticed the sprite casting is missing, so I am adding it now.

You may need to do this, once it is updated:
 

local sprite = Sprite(entity)
sprite:SetViewMode()

Let's build cool stuff and have fun. :)

  • Solution
Posted

I am going to mark this as solved. I think you just need to cast the entity to a sprite. Let me know if there is still a problem when you get back.

Let's build cool stuff and have fun. :)

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