fixed some ScreenGameplay transition glitches
fix cracks in BGAnimation tiles (mostly)
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@@ -42,6 +42,7 @@ Actor::Actor()
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m_bShadow = false;
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m_fShadowLength = 4;
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m_bTextureWrapping = false;
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m_bIsAnimating = true;
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m_bBlendAdd = false;
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}
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@@ -619,9 +620,9 @@ void Actor::Command( CString sCommandString )
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else if( sName=="effectcolor2" ) SetEffectColor2( RageColor(fParam(0),fParam(1),fParam(2),fParam(3)) );
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else if( sName=="effectperiod" ) SetEffectPeriod( fParam(0) );
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else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fParam(0),fParam(1),fParam(2)) );
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else if( sName=="startanimating" ) this->StartAnimating();
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else if( sName=="stopanimating" ) this->StopAnimating();
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else if( sName=="additiveblend" ) EnableAdditiveBlend( iParam(0)!=0 );
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else if( sName=="animate" ) EnableAnimation( bParam(0) );
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else if( sName=="texturewrapping" ) EnableTextureWrapping( bParam(0) );
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else if( sName=="additiveblend" ) EnableAdditiveBlend( bParam(0) );
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else
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{
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CString sError = ssprintf( "Unrecognized command name '%s' in command string '%s'.", sName.GetString(), sCommandString.GetString() );
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