fix bounce tween glitch when no time has passed
(hmm. perhaps we should just not call updates to begin with in this case)
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@@ -146,7 +146,7 @@ void Actor::EndDraw()
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void Actor::UpdateTweening( float fDeltaTime )
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void Actor::UpdateTweening( float fDeltaTime )
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{
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{
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// update tweening
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// update tweening
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if( m_iNumTweenStates == 0 )
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if( m_iNumTweenStates == 0 || fDeltaTime == 0 )
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return;
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return;
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// we are performing a tween
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// we are performing a tween
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