PositionItem -> TransformItem
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@@ -234,10 +234,10 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
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float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
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m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems );
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m_exprTransformFunction.TransformItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems );
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if( bDrawPrimitives ) m_quadMask.Draw();
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m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems );
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m_exprTransformFunction.TransformItem( &m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems );
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if( bDrawPrimitives ) m_quadMask.Draw();
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}
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@@ -281,7 +281,7 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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if( !m_bFunctionDependsOnItemIndex )
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iItem = 0;
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m_exprTransformFunction.PositionItem( m_SubActors[iIndex], fPosition, iItem, m_iNumItems );
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m_exprTransformFunction.TransformItem( m_SubActors[iIndex], fPosition, iItem, m_iNumItems );
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if( bDrawPrimitives )
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{
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if( bDelayedDraw )
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