separate Z-write and Z-test flags
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@@ -54,7 +54,8 @@ void Actor::Reset()
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m_bTextureWrapping = false;
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m_BlendMode = BLEND_NORMAL;
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m_bClearZBuffer = false;
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m_bUseZBuffer = false;
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m_bZTest = false;
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m_bZWrite = false;
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m_bUseBackfaceCull = false;
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}
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@@ -204,7 +205,8 @@ void Actor::SetRenderStates()
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// set Actor-defined render states
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DISPLAY->SetTextureWrapping( m_bTextureWrapping );
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DISPLAY->SetBlendMode( m_BlendMode );
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DISPLAY->SetZBuffer( m_bUseZBuffer );
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DISPLAY->SetZWrite( m_bZWrite );
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DISPLAY->SetZTest( m_bZTest );
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if( m_bClearZBuffer )
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DISPLAY->ClearZBuffer();
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DISPLAY->SetBackfaceCull( m_bUseBackfaceCull );
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@@ -821,6 +823,8 @@ void Actor::HandleCommand( const CStringArray &asTokens )
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else if( sName=="additiveblend" ) SetBlendMode( bParam(1) ? BLEND_ADD : BLEND_NORMAL );
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else if( sName=="blend" ) SetBlendMode( sParam(1) );
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else if( sName=="zbuffer" ) SetUseZBuffer( bParam(1) );
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else if( sName=="ztest" ) SetZTest( bParam(1) );
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else if( sName=="zwrite" ) SetZWrite( bParam(1) );
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else if( sName=="clearzbuffer" ) SetClearZBuffer( bParam(1) );
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else if( sName=="hidden" ) SetHidden( bParam(1) );
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else if( sName=="playcommand" ) sParam(1); /* nop: only BGAnimation handles this but everyone receives it */
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