Fix fading in not working
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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.Common.Traits
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public override object Create(ActorInitializer init) { return new MenuPostProcessEffect(this); }
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}
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public class MenuPostProcessEffect : RenderPostProcessPassBase, IWorldLoaded, INotifyGameLoaded
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public class MenuPostProcessEffect : RenderPostProcessPassBase, INotifyGameLoaded, IPostWorldLoaded
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{
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public enum EffectType { None, Black, Desaturated }
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public readonly MenuPostProcessEffectInfo Info;
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@@ -57,7 +57,8 @@ namespace OpenRA.Mods.Common.Traits
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to = type;
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}
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protected override bool Enabled => to != EffectType.None || endTime != 0;
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protected override bool Enabled => to != EffectType.None || (from != EffectType.None && Game.RunTime < endTime);
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protected override void PrepareRender(WorldRenderer wr, IShader shader)
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{
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var blend = (endTime - Game.RunTime) * 1f / (endTime - startTime);
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@@ -69,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits
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shader.SetVec("Blend", blend);
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}
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void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
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void IPostWorldLoaded.PostWorldLoaded(World w, WorldRenderer wr)
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{
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// HACK: Defer fade-in until the GameLoaded notification for game saves
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if (!w.IsLoadingGameSave)
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