cleanup
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@@ -292,7 +292,7 @@ void Sprite::UpdateAnimationState()
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}
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}
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/*
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/*
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* We treat .sprite/frame animation and movie animation slightly differently.
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* We treat frame animation and movie animation slightly differently.
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*
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*
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* Sprite animation is always tied directly to the effect timer. If you pause
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* Sprite animation is always tied directly to the effect timer. If you pause
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* animation, wait a while and restart it, sprite animations will snap back to the
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* animation, wait a while and restart it, sprite animations will snap back to the
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@@ -352,7 +352,7 @@ void Sprite::Update( float fDelta )
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/* When wrapping, avoid gradual loss of precision and sending unreasonably large
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/* When wrapping, avoid gradual loss of precision and sending unreasonably large
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* texture coordinates to the renderer by pushing texture coordinates back to 0.
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* texture coordinates to the renderer by pushing texture coordinates back to 0.
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* As long as we adjust all four coordinates by the same amount,this won't be visible. */
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* As long as we adjust all four coordinates by the same amount, this won't be visible. */
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if( m_bTextureWrapping )
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if( m_bTextureWrapping )
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{
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{
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const float fXAdjust = floorf( fTexCoords[0] );
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const float fXAdjust = floorf( fTexCoords[0] );
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@@ -384,7 +384,7 @@ void Sprite::DrawTexture( const TweenState *state )
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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// bail if cropped all the way
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// bail if cropped all the way
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if( state->crop.left + state->crop.right >= 1 ||
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if( state->crop.left + state->crop.right >= 1 ||
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state->crop.top + state->crop.bottom >= 1 )
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state->crop.top + state->crop.bottom >= 1 )
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return;
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return;
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