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Making CColor use floats instead of u8s
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@@ -163,9 +163,9 @@ void CScriptNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewIn
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// Draw model if possible!
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if (mpActiveModel)
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{
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if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
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else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
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CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
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if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor();
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else CGraphics::sPixelBlock.TevColor = CColor::skWhite;
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CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo);
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CGraphics::UpdatePixelBlock();
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if (ComponentIndex < 0)
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@@ -447,7 +447,7 @@ void CScriptNode::GeneratePosition()
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CColor CScriptNode::WireframeColor() const
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{
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return CColor((u8) 12, 135, 194, 255);
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return CColor::Integral(12, 135, 194);
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}
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CScriptObject* CScriptNode::Object() const
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