Removing "fadecolor". Fading is useful, but being able to fade with a factor
other than #FFFFFF00 has never been useful, and it complicates the code. Note that "diffuse" and fading do combine, so a sprite with diffuse,#FF0000 will still fade out correctly.
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@@ -222,12 +222,10 @@ void BitmapText::DrawChars()
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FadeSize.right = (1.0f-LeftPercent) * HorizRemaining;
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}
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const RageColor &FadeColor = m_pTempState->fadecolor;
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/* We fade from 0 to LeftColor, then from RightColor to 0. (We won't fade all the way to
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* 0 if the crop is beyond the outer edge.) */
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const RageColor RightColor = scale( FadeSize.right, FadeDist.right, 0, RageColor(1,1,1,1), FadeColor );
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const RageColor LeftColor = scale( FadeSize.left, FadeDist.left, 0, RageColor(1,1,1,1), FadeColor );
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const RageColor RightColor = scale( FadeSize.right, FadeDist.right, 0, RageColor(1,1,1,1), RageColor(1,1,1,0) );
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const RageColor LeftColor = scale( FadeSize.left, FadeDist.left, 0, RageColor(1,1,1,1), RageColor(1,1,1,0) );
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const float StartFadeLeftPercent = m_pTempState->crop.left;
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const float StopFadeLeftPercent = m_pTempState->crop.left + FadeSize.left;
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