legacy: bPosition is always true
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@@ -208,15 +208,15 @@ void ActorScroller::UpdateInternal( float fDeltaTime )
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void ActorScroller::DrawPrimitives()
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{
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PositionItemsAndDrawPrimitives( true, true );
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PositionItemsAndDrawPrimitives( true );
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}
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void ActorScroller::PositionItems()
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{
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PositionItemsAndDrawPrimitives( true, false );
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PositionItemsAndDrawPrimitives( false );
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}
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void ActorScroller::PositionItemsAndDrawPrimitives( bool bPosition, bool bDrawPrimitives )
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void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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{
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// Optimization: If we weren't loaded, then fall back to the ActorFrame logic
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if( !m_bLoaded )
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@@ -239,10 +239,10 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bPosition, bool bDrawPr
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float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
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float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
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if( bPosition ) m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() );
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m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() );
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if( bDrawPrimitives ) m_quadMask.Draw();
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if( bPosition ) m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() );
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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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fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
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@@ -269,8 +269,7 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bPosition, bool bDrawPr
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else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
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continue;
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if( bPosition )
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m_exprTransformFunction.PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() );
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m_exprTransformFunction.PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() );
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if( bDrawPrimitives )
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{
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if( bDelayedDraw )
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