fixes crash when using Tornado
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@@ -40,13 +40,14 @@ ReceptorArrowRow::~ReceptorArrowRow()
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void ReceptorArrowRow::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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ArrowEffects::Update();
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for( unsigned c=0; c<m_ReceptorArrow.size(); c++ )
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{
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// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
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float fBaseAlpha = (1 - m_pPlayerState->m_PlayerOptions.GetCurrent().m_fDark) * (1 - m_fFadeToFailPercent);
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CLAMP( fBaseAlpha, 0.0f, 1.0f );
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m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha );
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m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha );
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// set arrow XYZ
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, c, 0 );
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