no popping of scores on wheel
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@@ -53,7 +53,8 @@ void ActorScroller::Load(
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const RageVector3 &vRotationDegrees,
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const RageVector3 &vTranslateTerm0,
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const RageVector3 &vTranslateTerm1,
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const RageVector3 &vTranslateTerm2
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const RageVector3 &vTranslateTerm2,
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bool bUseMask
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)
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{
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m_fSecondsPerItem = fSecondsPerItem;
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@@ -63,6 +64,7 @@ void ActorScroller::Load(
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m_vTranslateTerm1 = vTranslateTerm1;
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m_vTranslateTerm2 = vTranslateTerm2;
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m_fQuantizePixels = 0;
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m_bUseMask = bUseMask;
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m_bLoaded = true;
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}
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@@ -33,7 +33,8 @@ public:
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const RageVector3 &vRotationDegrees,
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const RageVector3 &vTranslateTerm0,
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const RageVector3 &vTranslateTerm1,
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const RageVector3 &vTranslateTerm2 );
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const RageVector3 &vTranslateTerm2,
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bool bUseMask = false );
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void Load2(
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float fNumItemsToDraw,
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@@ -103,11 +103,12 @@ void HighScoreWheel::Load( const HighScoreList& hsl, int iIndexToFocus )
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ActorScroller::Load(
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0.2f, // fSecondsPerItem
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8, // fNumItemsToDraw
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9, // fNumItemsToDraw
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RageVector3(18,0,0), // vRotationDegrees
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RageVector3(0,0,90), // vTranslateTerm0
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RageVector3(0,0,0), // vTranslateTerm1
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RageVector3(0,0,0) // vTranslateTerm2
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RageVector3(0,0,0), // vTranslateTerm2
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true
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);
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Scroll();
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}
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