fix spin ignores effect clock
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@@ -526,7 +526,7 @@ void Actor::Update( float fDeltaTime )
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switch( m_Effect )
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{
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case spin:
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m_current.rotation += fDeltaTime*m_vEffectMagnitude;
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m_current.rotation += m_fEffectDelta*m_vEffectMagnitude;
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wrap( m_current.rotation.x, 360 );
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wrap( m_current.rotation.y, 360 );
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wrap( m_current.rotation.z, 360 );
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