const fix
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@@ -112,7 +112,7 @@ void ActorScroller::ScrollThroughAllItems()
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m_fDestinationItem = (float)(m_SubActors.size()+m_fNumItemsToDraw/2+1);
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}
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float ActorScroller::GetSecondsForCompleteScrollThrough()
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float ActorScroller::GetSecondsForCompleteScrollThrough() const
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{
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float fTotalItems = m_fNumItemsToDraw + m_SubActors.size();
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return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
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@@ -40,12 +40,11 @@ public:
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void SetDestinationItem( float fItemIndex ) { m_fDestinationItem = fItemIndex; }
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void SetCurrentAndDestinationItem( float fItemIndex ) { m_fCurrentItem = m_fDestinationItem = fItemIndex; }
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float GetCurrentItem() { return m_fCurrentItem; }
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float GetDestinationItem() { return m_fDestinationItem; }
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float GetCurrentItem() const { return m_fCurrentItem; }
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float GetDestinationItem() const { return m_fDestinationItem; }
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void ScrollThroughAllItems();
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void SetPauseCountdownSeconds( float fSecs ) { m_fPauseCountdownSeconds = fSecs; }
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float GetSecondsForCompleteScrollThrough();
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float GetSecondsForCompleteScrollThrough() const;
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//
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// Commands
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@@ -57,6 +56,7 @@ protected:
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const Actor::TweenState &GetPosition( float fPositionOffsetFromCenter, int iItemIndex, int iNumItems );
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private:
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bool m_bLoaded;
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float m_fCurrentItem; // Item at top of list, usually between 0 and m_SubActors.size(), approaches destination
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float m_fDestinationItem;
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