Fixed RollingNumbers to work with corner diffuse colors. Changed diffuse loops to use NUM_DIFFUSE_COLORS instead of 4.
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@@ -673,7 +673,7 @@ void ScreenOptions::PositionRows( bool bTween )
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i < first_start ||
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(i >= first_end && i < second_start) ||
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i >= second_end;
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for( int j=0; j<4; j++ )
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for( int j=0; j<NUM_DIFFUSE_COLORS; j++ )
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tsDestination.diffuse[j].a = bHidden? 0.0f:1.0f;
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if( !bHidden )
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pos++;
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@@ -686,7 +686,7 @@ void ScreenOptions::PositionRows( bool bTween )
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tsDestination.Init();
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tsDestination.pos.y = SEPARATE_EXIT_ROW_Y;
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for( int j=0; j<4; j++ )
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for( int j=0; j<NUM_DIFFUSE_COLORS; j++ )
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tsDestination.diffuse[j].a = 1.0f;
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pSeparateExitRow->SetDestination( tsDestination, bTween );
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}
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