more debugging
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@@ -117,7 +117,8 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
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bool bBlinkOn = fPercentThroughEffect > 0.5f;
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bool bBlinkOn = fPercentThroughEffect > 0.5f;
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float fPercentBetweenColors = sinf( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f;
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float fPercentBetweenColors = sinf( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f;
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ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1, ssprintf("%f",fPercentBetweenColors) );
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ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1,
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ssprintf("%f, %f, %f, %f, %f, %f, %f", fPercentBetweenColors, fPercentThroughEffect, fSecsIntoPeriod, m_fEffectPeriodSeconds, m_fEffectDelay, m_fSecsIntoEffect, m_fEffectOffset ) );
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float fOriginalAlpha = m_tempState.diffuse[0].a;
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float fOriginalAlpha = m_tempState.diffuse[0].a;
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int i;
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int i;
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