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- fixed: the fullscreen color blends did not set their command's screenFade member.
Since this remained 0, those blends lost their color.
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@ -942,6 +942,7 @@ void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, F
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{
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// Only needed by Raze's fullscreen blends because they are being calculated late when half of the 2D content has already been submitted,
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// This ensures they are below the HUD, not above it.
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dg.mScreenFade = screenFade;
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mData.Insert(0, dg);
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}
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}
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