dirline render states fixed
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@@ -113,7 +113,7 @@ void CActorInstance::OnRender()
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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STATEMANAGER.SaveRenderState(D3DRS_ZENABLE, FALSE);
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STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE);
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STATEMANAGER.SaveRenderState(D3DRS_LIGHTING, FALSE);
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s_kScreen.SetDiffuseColor(1.0f, 1.0f, 0.0f);
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s_kScreen.RenderLine3d(kD3DVt3Cur.x, kD3DVt3Cur.y, kD3DVt3Cur.z, kD3DVt3AdvDir.x, kD3DVt3AdvDir.y, kD3DVt3AdvDir.z);
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@@ -121,13 +121,12 @@ void CActorInstance::OnRender()
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s_kScreen.SetDiffuseColor(0.0f, 1.0f, 1.0f);
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s_kScreen.RenderLine3d(kD3DVt3Cur.x, kD3DVt3Cur.y, kD3DVt3Cur.z, kD3DVt3LookDir.x, kD3DVt3LookDir.y, kD3DVt3LookDir.z);
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STATEMANAGER.SetRenderState(D3DRS_LIGHTING, TRUE);
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STATEMANAGER.RestoreRenderState(D3DRS_LIGHTING);
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STATEMANAGER.RestoreRenderState(D3DRS_ZENABLE);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLORARG1);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLOROP);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ALPHAOP);
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STATEMANAGER.RestoreVertexShader();
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}
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}
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