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Making CColor use floats instead of u8s
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@@ -201,7 +201,7 @@ void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInf
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void CDamageableTriggerExtra::Draw(ERenderOptions Options, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
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{
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LoadModelMatrix();
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CGraphics::sPixelBlock.TintColor = mpParent->TintColor(ViewInfo).ToVector4f();
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CGraphics::sPixelBlock.TintColor = mpParent->TintColor(ViewInfo);
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mpMat->SetCurrent(Options);
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// Note: The plane the game renders this onto is 5x4.5, which is why we divide the tex coords by this value
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