cleanup, less random order
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@@ -1012,11 +1012,6 @@ void Actor::SetEffectPulse( float fPeriod, float fMinZoom, float fMaxZoom )
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}
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void Actor::SetShadowLength( float fLength )
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{
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m_fShadowLength = fLength;
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}
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void Actor::AddRotationH( float rot )
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{
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RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromH(rot) );
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+10
-9
@@ -298,15 +298,15 @@ public:
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bool GetHidden() const { return !m_bVisible; }
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void SetVisible( bool b ) { m_bVisible = b; }
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void SetHidden( bool b ) { m_bVisible = !b; }
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void SetShadowLength( float fLength );
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void SetShadowLength( float fLength ) { m_fShadowLength = fLength; }
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// TODO: Implement hibernate as a tween type?
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void SetHibernate( float fSecs ) { m_fHibernateSecondsLeft = fSecs; }
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void SetDrawOrder( int iOrder ) { m_iDrawOrder = iOrder; }
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int GetDrawOrder() const { return m_iDrawOrder; }
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virtual void EnableAnimation( bool b ) { m_bIsAnimating = b; } // Sprite needs to overload this
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void StartAnimating() { this->EnableAnimation(true); };
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void StopAnimating() { this->EnableAnimation(false); };
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void StartAnimating() { this->EnableAnimation(true); }
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void StopAnimating() { this->EnableAnimation(false); }
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//
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@@ -412,7 +412,8 @@ protected:
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//
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Effect m_Effect;
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RString m_sEffectCommand; // effect_lua
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float m_fSecsIntoEffect, m_fEffectDelta;
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float m_fSecsIntoEffect;
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float m_fEffectDelta;
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// units depend on m_EffectClock
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float m_fEffectRampUp;
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@@ -435,21 +436,21 @@ protected:
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// other properties
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//
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bool m_bVisible;
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bool m_bIsAnimating;
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float m_fHibernateSecondsLeft;
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float m_fShadowLength; // 0 == no shadow
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bool m_bIsAnimating;
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int m_iDrawOrder;
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int m_iDrawOrder; // lower first
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//
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// render states
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//
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bool m_bTextureWrapping;
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BlendMode m_BlendMode;
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bool m_bClearZBuffer;
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ZTestMode m_ZTestMode;
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CullMode m_CullMode;
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bool m_bTextureWrapping;
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bool m_bClearZBuffer;
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bool m_bZWrite;
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float m_fZBias; // 0 = no bias; 1 = full bias
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CullMode m_CullMode;
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//
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// global state
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