Set the actor to use for graying, instead of passing it around in an
overloaded "DrawPrimitives". It's too confusing to have different DrawPrimitives overloads.
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@@ -28,6 +28,7 @@ WheelItemBaseData::WheelItemBaseData( WheelItemType wit, CString sText, RageColo
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WheelItemBase::WheelItemBase(CString sType)
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{
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SetName( sType );
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m_pBar = NULL;
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Load(sType);
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}
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@@ -42,6 +43,7 @@ void WheelItemBase::Load( CString sType )
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m_sprBar.Load( THEME->GetPathG(sType,"bar") );
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m_sprBar.SetXY( 0, 0 );
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this->AddChild( &m_sprBar );
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m_pBar = &m_sprBar;
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m_text.LoadFromFont( THEME->GetPathF(sType,"text") );
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m_text.SetShadowLength( 0 );
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@@ -79,7 +81,7 @@ void WheelItemBase::Update( float fDeltaTime )
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Actor::Update( fDeltaTime );
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}
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void WheelItemBase::DrawGrayBar( Sprite& bar )
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void WheelItemBase::DrawGrayBar( Actor& bar )
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{
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if( m_fPercentGray == 0 )
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return;
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@@ -91,11 +93,12 @@ void WheelItemBase::DrawGrayBar( Sprite& bar )
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bar.SetGlow( RageColor(0,0,0,0) );
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}
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void WheelItemBase::DrawPrimitives(Sprite& bar)
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void WheelItemBase::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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DrawGrayBar( bar );
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if( m_pBar != NULL )
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DrawGrayBar( *m_pBar );
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}
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/*
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