Fix mask. Traditionally, quads have been a little unusual: they have a size
of 1x1, and are sized by zooming. That's unintuitive, commonly causes problems when used in conjunction with other stretch effects, and all we have to do is SetHeight/SetWidth to set the actual size, which will make it behave exactly like any other sprite. This one didn't work because m_exprTransformFunction overrides the zoom, usually resetting it to 1x1.
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@@ -67,12 +67,8 @@ void ActorScroller::Load2(
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ScrollThroughAllItems();
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RectF rectBarSize(
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-fItemWidth/2,
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-fItemHeight/2,
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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.SetWidth( fItemWidth );
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m_quadMask.SetHeight( fItemHeight );
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m_quadMask.SetHidden( false );
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m_bLoaded = true;
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