Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.
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@@ -21,7 +21,7 @@
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TransitionFade::TransitionFade()
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{
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m_rect.StretchTo( CRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT) );
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SetDiffuse( D3DXCOLOR(0,0,0,1) ); // black
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SetDiffuse( RageColor(0,0,0,1) ); // black
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}
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TransitionFade::~TransitionFade()
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@@ -35,17 +35,18 @@ void TransitionFade::DrawPrimitives()
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if( fPercentageOpaque == 0 )
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return; // draw nothing
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D3DXCOLOR colorTemp = GetDiffuse() * fPercentageOpaque;
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RageColor colorTemp = GetDiffuse();
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colorTemp.a = fPercentageOpaque;
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m_rect.SetDiffuse( colorTemp );
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m_rect.Draw();
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// SUPER HACK! For some reason, this does not draw in release mode. I've looked for
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// hours and can't figure out why. It appears though if you draw it twice, so that's
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// what we'll do for now. Aye...
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#ifndef _DEBUG
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m_rect.SetDiffuse( colorTemp );
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m_rect.Draw();
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#endif
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//#ifndef _DEBUG
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// m_rect.SetDiffuse( colorTemp );
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// m_rect.Draw();
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//#endif
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}
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