add optional QuantizePixels
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@@ -89,6 +89,7 @@ void ActorScroller::Load2(
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m_fCurrentItem = m_bLoop ? 0 : (float)-m_fNumItemsToDraw;
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m_fDestinationItem = (float)(m_SubActors.size()+1);
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m_fPauseCountdownSeconds = 0;
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m_fQuantizePixels = 0;
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m_bUseMask = true;
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RectF rectBarSize(
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@@ -162,6 +163,8 @@ void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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vTranslateTerm2 );
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SetCurrentAndDestinationItem( -fItemPaddingStart );
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SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd );
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pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
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}
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void ActorScroller::Update( float fDeltaTime )
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@@ -214,6 +217,11 @@ void ActorScroller::Update( float fDeltaTime )
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m_vTranslateTerm0 + /* m_vTranslateTerm0*fPosition^0 */ \
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m_vTranslateTerm1 * fPosition + /* m_vTranslateTerm1*fPosition^1 */ \
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m_vTranslateTerm2 * fPosition*fPosition; /* m_vTranslateTerm2*fPosition^2 */ \
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if( m_fQuantizePixels > 0 ) { \
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vTranslation.x = Quantize( vTranslation.x, m_fQuantizePixels ); \
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vTranslation.y = Quantize( vTranslation.y, m_fQuantizePixels ); \
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vTranslation.z = Quantize( vTranslation.z, m_fQuantizePixels ); \
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} \
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DISPLAY->Translate( \
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vTranslation.x, \
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vTranslation.y, \
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@@ -69,7 +69,8 @@ protected:
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float m_fNumItemsToDraw;
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bool m_bLoop;
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float m_fPauseCountdownSeconds;
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float m_fQuantizePixels;
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bool m_bUseMask;
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float m_fMaskWidth;
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float m_fMaskHeight;
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