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Rename SetTextures to BindTextures
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@@ -251,7 +251,7 @@ void GameButton::Draw(UIContext &dc) {
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if (texture) {
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dc.Draw()->Flush();
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dc.GetThin3DContext()->SetTexture(0, texture);
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dc.GetThin3DContext()->BindTexture(0, texture);
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if (holdStart_ != 0.0) {
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double time_held = time_now_d() - holdStart_;
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int holdFrameCount = (int)(time_held * 60.0f);
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@@ -1013,9 +1013,9 @@ bool MainScreen::DrawBackgroundFor(UIContext &dc, const std::string &gamePath, f
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}
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if (ginfo->pic1Texture) {
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dc.GetThin3DContext()->SetTexture(0, ginfo->pic1Texture);
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dc.GetThin3DContext()->BindTexture(0, ginfo->pic1Texture);
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} else if (ginfo->pic0Texture) {
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dc.GetThin3DContext()->SetTexture(0, ginfo->pic0Texture);
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dc.GetThin3DContext()->BindTexture(0, ginfo->pic0Texture);
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}
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uint32_t color = whiteAlpha(ease(progress)) & 0xFFc0c0c0;
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