simplify
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@@ -207,14 +207,12 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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if( m_SubActors.empty() )
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return;
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float fFirstItemToDraw = 0;
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float fLastItemToDraw = 0;
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float fNumItemsToDraw = m_fNumItemsToDraw;
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if( !m_quadMask.GetHidden() )
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{
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// write to z buffer so that top and bottom are clipped
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// Draw an extra item; this is the one that will be masked.
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float fNumItemsToDraw = m_fNumItemsToDraw+1;
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fNumItemsToDraw++;
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float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
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float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
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@@ -223,15 +221,10 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() );
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if( bDrawPrimitives ) m_quadMask.Draw();
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}
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fFirstItemToDraw = m_fCurrentItem - fNumItemsToDraw/2.f;
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fLastItemToDraw = m_fCurrentItem + fNumItemsToDraw/2.f;
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}
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else
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{
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fFirstItemToDraw = m_fCurrentItem - m_fNumItemsToDraw/2.f;
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fLastItemToDraw = m_fCurrentItem + m_fNumItemsToDraw/2.f;
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}
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float fFirstItemToDraw = m_fCurrentItem - fNumItemsToDraw/2.f;
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float fLastItemToDraw = m_fCurrentItem + fNumItemsToDraw/2.f;
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bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
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vector<Actor*> subs;
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