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Expose ScreenCount
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CHANGELOG.md

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@@ -116,12 +116,14 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- `Enum` binding for `SceneObject.BuyableMode`: `NORESTRICTIONS = 0, BUYMENUONLY = 1, OBJECTPICKERONLY = 2, SCRIPTONLY = 3`.
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- Exposed `UInputMan::AbsoluteMousePos` to Lua
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- Exposed `UInputMan::AbsoluteMousePos` to Lua.
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- New `GameActivity::LockControlledActor` Lua function to allow grab player input in the way menus (buy menu/full inventorymenu) do.
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- New `FrameMan` Lua functions `SetHudDisabled(disabled, screenId)` and `IsHudDisabled(screenId)` that allows disabling a given screen's HUD, and checking whether it's currently disabled. The screenId parameters are optional and default to screen 0.
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- Exposed `FrameMan` property `ScreenCount` to Lua (R).
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</details>
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<details><summary><b>Changed</b></summary>

Lua/LuaBindingsManagers.cpp

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@@ -71,6 +71,7 @@ namespace RTE {
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.property("PlayerScreenWidth", &FrameMan::GetPlayerScreenWidth)
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.property("PlayerScreenHeight", &FrameMan::GetPlayerScreenHeight)
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.property("ScreenCount", &FrameMan::GetScreenCount)
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.def("IsHudDisabled", &FrameMan::IsHudDisabled)
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.def("SetHudDisabled", &FrameMan::SetHudDisabled)

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