Better fix of float Dark
One that actually works
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@@ -44,9 +44,13 @@ void ReceptorArrowRow::Update( float fDeltaTime )
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for( unsigned c=0; c<m_ReceptorArrow.size(); c++ )
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for( unsigned c=0; c<m_ReceptorArrow.size(); c++ )
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{
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{
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// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
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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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float fBaseAlpha = (1 - m_pPlayerState->m_PlayerOptions.GetCurrent().m_fDark);
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if( m_fFadeToFailPercent != -1 )
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{
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fBaseAlpha *= (1 - m_fFadeToFailPercent);
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}
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CLAMP( fBaseAlpha, 0.0f, 1.0f );
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CLAMP( fBaseAlpha, 0.0f, 1.0f );
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SetBaseAlpha( fBaseAlpha );
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m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha );
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// set arrow XYZ
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// set arrow XYZ
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float fX = ArrowEffects::GetXPos( m_pPlayerState, c, 0 );
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float fX = ArrowEffects::GetXPos( m_pPlayerState, c, 0 );
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@@ -70,8 +74,6 @@ void ReceptorArrowRow::DrawPrimitives()
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for( unsigned i=0; i<m_ReceptorArrow.size(); i++ )
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for( unsigned i=0; i<m_ReceptorArrow.size(); i++ )
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{
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{
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const int c = pStyle->m_iColumnDrawOrder[i];
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const int c = pStyle->m_iColumnDrawOrder[i];
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m_ReceptorArrow[c]->SetInternalDiffuse(m_pTempState->diffuse[0]);
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m_ReceptorArrow[c]->SetInternalGlow(m_pTempState->glow);
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m_ReceptorArrow[c]->Draw();
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m_ReceptorArrow[c]->Draw();
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}
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}
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}
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}
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