Winsock replaced with SDL_net
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+10
-10
@@ -308,18 +308,18 @@ void Actor::SetTweenDiffuseLeftEdge( RageColor c ) { LatestTween().diffuse[0] =
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void Actor::SetTweenGlow( RageColor c ) { LatestTween().glow = c; };
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void Actor::ScaleTo( const RectI &Rect, StretchType st )
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void Actor::ScaleTo( const RectI &rect, StretchType st )
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{
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// width and height of rectangle
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float rect_width = (float)RECTWIDTH(Rect);
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float rect_height = (float)RECTHEIGHT(Rect);
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float rect_width = (float)RECTWIDTH(rect);
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float rect_height = (float)RECTHEIGHT(rect);
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if( rect_width < 0 ) SetRotationY( PI );
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if( rect_height < 0 ) SetRotationX( PI );
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// center of the rectangle
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float rect_cx = Rect.left + rect_width/2;
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float rect_cy = Rect.top + rect_height/2;
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float rect_cx = rect.left + rect_width/2;
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float rect_cy = rect.top + rect_height/2;
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// zoom fActor needed to scale the Actor to fill the rectangle
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float fNewZoomX = fabsf(rect_width / m_size.x);
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@@ -341,15 +341,15 @@ void Actor::ScaleTo( const RectI &Rect, StretchType st )
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}
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void Actor::StretchTo( const RectI &Rect )
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void Actor::StretchTo( const RectI &rect )
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{
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// width and height of rectangle
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int rect_width = RECTWIDTH(Rect);
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int rect_height = RECTHEIGHT(Rect);
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int rect_width = RECTWIDTH(rect);
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int rect_height = RECTHEIGHT(rect);
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// center of the rectangle
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float rect_cx = Rect.left + rect_width/2.0f;
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float rect_cy = Rect.top + rect_height/2.0f;
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float rect_cx = rect.left + rect_width/2.0f;
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float rect_cy = rect.top + rect_height/2.0f;
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// zoom fActor needed to scale the Actor to fill the rectangle
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float fNewZoomX = rect_width / m_size.x;
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