Rewrote texture loading actor and sprite
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+12
-16
@@ -39,7 +39,7 @@ public:
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BOOL LoadFromTexture( CString sTexturePath );
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BOOL LoadFromSpriteFile( CString sSpritePath );
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VOID PrintDebugInfo();
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void PrintDebugInfo();
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virtual void Draw();
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virtual void Update( const FLOAT &fDeltaTime );
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@@ -52,28 +52,26 @@ public:
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CString GetTexturePath() { return m_sTexturePath; };
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VOID SetCustomSrcRect( RECT newRect ); // for cropping or flipping
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void SetCustomSrcRect( FRECT new_texcoord_frect ); // for cropping
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VOID SetEffectNone();
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VOID SetEffectBlinking( FLOAT fDeltaPercentPerSecond = 2.5,
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void SetEffectNone();
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void SetEffectBlinking( FLOAT fDeltaPercentPerSecond = 2.5,
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D3DXCOLOR Color = D3DXCOLOR(0.5f,0.5f,0.5f,1),
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D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
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VOID SetEffectCamelion( FLOAT fDeltaPercentPerSecond = 2.5,
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void SetEffectCamelion( FLOAT fDeltaPercentPerSecond = 2.5,
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D3DXCOLOR Color = D3DXCOLOR(0,0,0,1),
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D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
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VOID SetEffectGlowing( FLOAT fDeltaPercentPerSecond = 2.5,
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void SetEffectGlowing( FLOAT fDeltaPercentPerSecond = 2.5,
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D3DXCOLOR Color = D3DXCOLOR(0.4f,0.4f,0.4f,0),
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D3DXCOLOR Color2 = D3DXCOLOR(1.0f,1.0f,1.0f,0) );
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VOID SetEffectWagging( FLOAT fWagRadians = 0.2,
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void SetEffectWagging( FLOAT fWagRadians = 0.2,
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FLOAT fWagPeriod = 2.0 );
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VOID SetEffectSpinning( FLOAT fRadsPerSpeed = 2.0 );
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VOID SetEffectVibrating( FLOAT fVibrationDistance = 5.0 );
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VOID SetEffectFlickering();
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void SetEffectSpinning( FLOAT fRadsPerSpeed = 2.0 );
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void SetEffectVibrating( FLOAT fVibrationDistance = 5.0 );
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void SetEffectFlickering();
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SpriteEffect GetEffect() { return m_Effect; };
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VOID SetBlendMode( BOOL bBlendAdd ) { m_bBlendAdd = bBlendAdd; };
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protected:
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void Init();
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@@ -90,10 +88,8 @@ protected:
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BOOL m_bIsAnimating;
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FLOAT m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame
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BOOL m_bBlendAdd;
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BOOL m_bUsingCustomSrcRect;
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RECT m_rectCustomSrcRect;
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BOOL m_bUsingCustomTexCoordRect;
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FRECT m_CustomTexCoordRect;
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SpriteEffect m_Effect;
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