fixed artifacts in Name Entry
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@@ -78,16 +78,25 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
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break;
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break;
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case blinking:
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case blinking:
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for(i=0; i<4; i++)
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for(i=0; i<4; i++)
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{
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float fOriginalAlpha = m_temp.diffuse[i].a;
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m_temp.diffuse[i] = m_bTweeningTowardEndColor ? m_effect_colorDiffuse1 : m_effect_colorDiffuse2;
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m_temp.diffuse[i] = m_bTweeningTowardEndColor ? m_effect_colorDiffuse1 : m_effect_colorDiffuse2;
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m_temp.diffuse[i].a *= fOriginalAlpha;
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}
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break;
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break;
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case camelion:
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case camelion:
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for(i=0; i<4; i++)
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for(i=0; i<4; i++)
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{
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float fOriginalAlpha = m_temp.diffuse[i].a;
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m_temp.diffuse[i] = m_effect_colorDiffuse1*m_fPercentBetweenColors + m_effect_colorDiffuse2*(1.0f-m_fPercentBetweenColors);
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m_temp.diffuse[i] = m_effect_colorDiffuse1*m_fPercentBetweenColors + m_effect_colorDiffuse2*(1.0f-m_fPercentBetweenColors);
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m_temp.diffuse[i].a *= fOriginalAlpha;
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}
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break;
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break;
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case glowing:
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case glowing:
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float fCurvedPercent;
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float fCurvedPercent;
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fCurvedPercent = sinf( m_fPercentBetweenColors * PI );
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fCurvedPercent = sinf( m_fPercentBetweenColors * PI );
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m_temp.glow = m_effect_colorGlow1*fCurvedPercent + m_effect_colorGlow2*(1.0f-fCurvedPercent);
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m_temp.glow = m_effect_colorGlow1*fCurvedPercent + m_effect_colorGlow2*(1.0f-fCurvedPercent);
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m_temp.glow.a *= m_temp.diffuse[0].a; // don't glow if the Actor is transparent!
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break;
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break;
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case wagging:
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case wagging:
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m_temp.rotation.z = m_fWagRadians * sinf(
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m_temp.rotation.z = m_fWagRadians * sinf(
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