Make InitState() reset Sprite state. Make movies skip the first update. Fixes background movies play too quickly at first.
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@@ -23,7 +23,7 @@ Sprite::Sprite()
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m_iCurState = 0;
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m_iCurState = 0;
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m_fSecsIntoState = 0.0f;
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m_fSecsIntoState = 0.0f;
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m_bUsingCustomTexCoords = false;
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m_bUsingCustomTexCoords = false;
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m_bSkipNextUpdate = false;
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m_bSkipNextUpdate = true;
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m_EffectMode = EffectMode_Normal;
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m_EffectMode = EffectMode_Normal;
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m_fRememberedClipWidth = -1;
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m_fRememberedClipWidth = -1;
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@@ -62,6 +62,14 @@ Sprite::Sprite( const Sprite &cpy ):
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m_pTexture = NULL;
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m_pTexture = NULL;
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}
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}
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void Sprite::InitState()
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{
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Actor::InitState();
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m_iCurState = 0;
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m_fSecsIntoState = 0.0f;
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m_bSkipNextUpdate = true;
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}
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RageTextureID Sprite::SongBGTexture( RageTextureID ID )
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RageTextureID Sprite::SongBGTexture( RageTextureID ID )
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{
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{
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ID.bMipMaps = true;
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ID.bMipMaps = true;
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@@ -15,6 +15,8 @@ public:
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Sprite( const Sprite &cpy );
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Sprite( const Sprite &cpy );
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virtual ~Sprite();
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virtual ~Sprite();
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virtual void InitState();
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void LoadFromNode( const XNode* pNode );
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void LoadFromNode( const XNode* pNode );
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virtual Sprite *Copy() const;
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virtual Sprite *Copy() const;
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