turn off culling on dancing characters
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@@ -155,6 +155,7 @@ DancingCharacters::DancingCharacters()
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m_Character[p].LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
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m_Character[p].SetCullMode( CULL_NONE ); // many of the DDR PC character models have the vertex order flipped
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}
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}
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}
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}
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@@ -127,6 +127,7 @@ ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
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m_pmCharacter->m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
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m_pmCharacter->m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
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m_pmCharacter->SetRotationX( 40 );
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m_pmCharacter->SetRotationX( 40 );
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m_pmCharacter->SetCullMode( CULL_NONE ); // many of the DDR PC character models have the vertex order flipped
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m_pmCharacter->Command( CHARACTERONCOMMAND );
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m_pmCharacter->Command( CHARACTERONCOMMAND );
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}
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}
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}
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}
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