Don't SetZ masks; it breaks things in 3d. It's up to the renderer to activate
z-bias in BLEND_NO_EFFECT.
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@@ -73,8 +73,6 @@ void ActorScroller::Load2(
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fItemWidth/2,
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fItemHeight/2 );
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m_quadMask.StretchTo( rectBarSize );
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m_quadMask.SetZ( 1 );
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m_quadMask.SetHidden( false );
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m_bLoaded = true;
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