metric to specify what brightness to fade the background from
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@@ -663,7 +663,10 @@ BrightnessOverlay::BrightnessOverlay()
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void BrightnessOverlay::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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SetBackgrounds();
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/* If we're actually playing, then we're past fades, etc; update the background
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* brightness to follow Cover. */
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if( GAMESTATE->m_bPastHereWeGo )
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SetBackgrounds();
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}
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void BrightnessOverlay::SetBackgrounds()
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@@ -688,18 +691,17 @@ void BrightnessOverlay::SetBackgrounds()
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m_quadBGBrightnessFade.SetDiffuseRightEdge( RightColor );
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}
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void BrightnessOverlay::FadeIn()
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void BrightnessOverlay::Set( float fBrightness )
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{
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FOREACH_PlayerNumber(pn)
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m_quadBGBrightness[pn].BeginTweening( 0.5f );
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SetBackgrounds();
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m_quadBGBrightness[pn].SetDiffuse( RageColor(0,0,0,1-fBrightness) );
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m_quadBGBrightnessFade.SetDiffuse( RageColor(0,0,0,1-fBrightness) );
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}
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void BrightnessOverlay::FadeOut()
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void BrightnessOverlay::FadeToActualBrightness()
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{
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FOREACH_PlayerNumber(pn)
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{
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m_quadBGBrightness[pn].BeginTweening( 0.5f );
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m_quadBGBrightness[pn].SetDiffuse( RageColor(0,0,0,1-0.5f) );
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}
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m_quadBGBrightnessFade.BeginTweening( 0.5f );
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SetBackgrounds();
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}
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