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- property mySprite, myType, myName, myNameDown, myNameOver, myNameInactive, Active, ancestor
-
- on beginSprite me
- global gActorListMan
- mySprite = me.spriteNum
- myName = (the member of sprite mySprite).name
- myNameDown = word 1 of myName && "down"
- myNameOver = word 1 of myName && "over"
- myNameInactive = word 1 of myName && "Inactive"
- Active = 1
- lookForToolTip = 1
- ancestor = new(script("FourStatebuttonActions"), lookForToolTip)
- myType = #completeButton
- registerSprite(gActorListMan, mySprite)
- end
-
- on mouseUp me
- global gClickSprite, gIso, gCursorMan, gUserDataMan, gPromptMan
- if not Active then
- exit
- end if
- if gClickSprite = mySprite then
- doButtonUpClick(myType, 1)
- outPut("completeButton Clicked")
- problemList = evaluateFloorPlan()
- if not count(problemList) then
- put "whoopie we made it past blueprint subdivion"
- setFloorPlanComplete(gUserDataMan)
- go("transToCons")
- else
- put problemList
- doSubdivisionProblemsPrompt(gPromptMan, problemList)
- end if
- end if
- end
-
- on endSprite me
- global gActorListMan
- unRegisterSprite(gActorListMan, mySprite)
- end
-