Merge pull request #1359 from MrThatKid/no-static-temp-effect-state
Backport commit cd5df01 from master branch
This commit is contained in:
+36
-39
@@ -425,17 +425,14 @@ void Actor::PreDraw() // calculate actor properties
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// Somthing below may set m_pTempState to tempState
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m_pTempState = &m_current;
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// set temporary drawing properties based on Effects
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static TweenState tempState;
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// todo: account for SSC_FUTURES -aj
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if( m_Effect == no_effect )
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{
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}
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else
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{
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m_pTempState = &tempState;
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tempState = m_current;
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m_pTempState= & m_current_with_effects;
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m_current_with_effects= m_current;
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const float fTotalPeriod = GetEffectPeriod();
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ASSERT( fTotalPeriod > 0 );
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@@ -474,77 +471,77 @@ void Actor::PreDraw() // calculate actor properties
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float fPercentBetweenColors = RageFastSin( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f;
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ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1,
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ssprintf("PercentBetweenColors: %f, PercentThroughEffect: %f", fPercentBetweenColors, fPercentThroughEffect) );
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float fOriginalAlpha = tempState.diffuse[0].a;
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float fOriginalAlpha = m_current_with_effects.diffuse[0].a;
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// todo: account for SSC_FUTURES -aj
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switch( m_Effect )
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{
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case diffuse_blink:
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/* XXX: Should diffuse_blink and diffuse_shift multiply the tempState color?
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/* XXX: Should diffuse_blink and diffuse_shift multiply the m_current_with_effects color?
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* (That would have the same effect with 1,1,1,1, and allow tweening the diffuse
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* while blinking and shifting.) */
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for(int i=0; i<NUM_DIFFUSE_COLORS; i++)
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{
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tempState.diffuse[i] = bBlinkOn ? m_effectColor1 : m_effectColor2;
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tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
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m_current_with_effects.diffuse[i] = bBlinkOn ? m_effectColor1 : m_effectColor2;
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m_current_with_effects.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
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}
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break;
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case diffuse_shift:
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for(int i=0; i<NUM_DIFFUSE_COLORS; i++)
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{
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tempState.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
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tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
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m_current_with_effects.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
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m_current_with_effects.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
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}
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break;
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case diffuse_ramp:
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for(int i=0; i<NUM_DIFFUSE_COLORS; i++)
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{
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tempState.diffuse[i] = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
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tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
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m_current_with_effects.diffuse[i] = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
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m_current_with_effects.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
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}
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break;
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case glow_blink:
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tempState.glow = bBlinkOn ? m_effectColor1 : m_effectColor2;
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tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
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m_current_with_effects.glow = bBlinkOn ? m_effectColor1 : m_effectColor2;
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m_current_with_effects.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
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break;
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case glow_shift:
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tempState.glow = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
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tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
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m_current_with_effects.glow = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
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m_current_with_effects.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
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break;
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case glow_ramp:
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tempState.glow = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
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tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
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m_current_with_effects.glow = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
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m_current_with_effects.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
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break;
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case rainbow:
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tempState.diffuse[0] = RageColor(
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m_current_with_effects.diffuse[0] = RageColor(
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RageFastCos( fPercentBetweenColors*2*PI ) * 0.5f + 0.5f,
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RageFastCos( fPercentBetweenColors*2*PI + PI * 2.0f / 3.0f ) * 0.5f + 0.5f,
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RageFastCos( fPercentBetweenColors*2*PI + PI * 4.0f / 3.0f) * 0.5f + 0.5f,
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fOriginalAlpha );
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for( int i=1; i<NUM_DIFFUSE_COLORS; i++ )
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tempState.diffuse[i] = tempState.diffuse[0];
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m_current_with_effects.diffuse[i] = m_current_with_effects.diffuse[0];
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break;
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case wag:
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tempState.rotation += m_vEffectMagnitude * RageFastSin( fPercentThroughEffect * 2.0f * PI );
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m_current_with_effects.rotation += m_vEffectMagnitude * RageFastSin( fPercentThroughEffect * 2.0f * PI );
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break;
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case spin:
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// nothing needs to be here
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break;
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case vibrate:
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tempState.pos.x += m_vEffectMagnitude.x * randomf(-1.0f, 1.0f) * GetZoom();
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tempState.pos.y += m_vEffectMagnitude.y * randomf(-1.0f, 1.0f) * GetZoom();
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tempState.pos.z += m_vEffectMagnitude.z * randomf(-1.0f, 1.0f) * GetZoom();
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m_current_with_effects.pos.x += m_vEffectMagnitude.x * randomf(-1.0f, 1.0f) * GetZoom();
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m_current_with_effects.pos.y += m_vEffectMagnitude.y * randomf(-1.0f, 1.0f) * GetZoom();
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m_current_with_effects.pos.z += m_vEffectMagnitude.z * randomf(-1.0f, 1.0f) * GetZoom();
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break;
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case bounce:
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{
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float fPercentOffset = RageFastSin( fPercentThroughEffect*PI );
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tempState.pos += m_vEffectMagnitude * fPercentOffset;
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m_current_with_effects.pos += m_vEffectMagnitude * fPercentOffset;
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}
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break;
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case bob:
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{
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float fPercentOffset = RageFastSin( fPercentThroughEffect*PI*2 );
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tempState.pos += m_vEffectMagnitude * fPercentOffset;
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m_current_with_effects.pos += m_vEffectMagnitude * fPercentOffset;
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}
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break;
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case pulse:
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@@ -553,13 +550,13 @@ void Actor::PreDraw() // calculate actor properties
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float fMaxZoom = m_vEffectMagnitude[1];
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float fPercentOffset = RageFastSin( fPercentThroughEffect*PI );
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float fZoom = SCALE( fPercentOffset, 0.f, 1.f, fMinZoom, fMaxZoom );
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tempState.scale *= fZoom;
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m_current_with_effects.scale *= fZoom;
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// Use the color as a Vector3 to scale the effect for added control
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RageColor c = SCALE( fPercentOffset, 0.f, 1.f, m_effectColor1, m_effectColor2 );
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tempState.scale.x *= c.r;
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tempState.scale.y *= c.g;
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tempState.scale.z *= c.b;
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m_current_with_effects.scale.x *= c.r;
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m_current_with_effects.scale.y *= c.g;
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m_current_with_effects.scale.z *= c.b;
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}
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break;
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default:
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@@ -572,28 +569,28 @@ void Actor::PreDraw() // calculate actor properties
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if( m_internalDiffuse != RageColor(1, 1, 1, 1) )
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{
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if( m_pTempState != &tempState )
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if( m_pTempState != &m_current_with_effects )
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{
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m_pTempState = &tempState;
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tempState = m_current;
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m_pTempState = &m_current_with_effects;
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m_current_with_effects = m_current;
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}
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for( int i=0; i<NUM_DIFFUSE_COLORS; i++ )
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{
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tempState.diffuse[i] *= m_internalDiffuse;
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m_current_with_effects.diffuse[i] *= m_internalDiffuse;
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}
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}
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if( m_internalGlow.a > 0 )
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{
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if( m_pTempState != &tempState )
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if( m_pTempState != &m_current_with_effects )
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{
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m_pTempState = &tempState;
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tempState = m_current;
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m_pTempState = &m_current_with_effects;
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m_current_with_effects = m_current;
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}
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// Blend using Screen mode
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tempState.glow = tempState.glow + m_internalGlow - m_internalGlow * tempState.glow;
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m_current_with_effects.glow = m_current_with_effects.glow + m_internalGlow - m_internalGlow * m_current_with_effects.glow;
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}
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}
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@@ -660,6 +660,7 @@ protected:
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RageVector2 m_size;
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TweenState m_current;
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TweenState m_start;
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TweenState m_current_with_effects;
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struct TweenStateAndInfo
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{
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TweenState state;
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