... and associated cast changes.
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@@ -207,8 +207,8 @@ ScreenStage::ScreenStage()
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const float fStageOffScreenY = CENTER_Y+fStageHeight;
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m_quadMask.SetDiffuse( D3DXCOLOR(0,0,0,0) );
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m_quadMask.StretchTo( CRect(SCREEN_LEFT, roundf(fStageOffScreenY-fStageHeight/2),
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SCREEN_RIGHT, roundf(fStageOffScreenY+fStageHeight/2)) );
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m_quadMask.StretchTo( CRect(SCREEN_LEFT, int(roundf(fStageOffScreenY-fStageHeight/2)),
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SCREEN_RIGHT, int(roundf(fStageOffScreenY+fStageHeight/2))) );
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/* Put the quad mask on top, so draws to the Stage will be "under" it. */
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m_quadMask.SetZ( -1 );
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