extended postfx and sniper hud fix
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@@ -178,6 +178,7 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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z = 1.0f/RecipNearClip;
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}
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recipz = 1.0f/z;
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float offset = 1.0f/1024.0f;
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// This is what we draw:
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// 0---1
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@@ -189,8 +190,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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RwIm2DVertexSetCameraZ(&maVertices[0], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
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RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
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RwIm2DVertexSetU(&maVertices[0], 0.0f+offset, recipz);
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RwIm2DVertexSetV(&maVertices[0], 0.0f+offset, recipz);
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RwIm2DVertexSetScreenX(&maVertices[1], r.right);
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RwIm2DVertexSetScreenY(&maVertices[1], r.top);
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@@ -198,8 +199,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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RwIm2DVertexSetCameraZ(&maVertices[1], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
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RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
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RwIm2DVertexSetU(&maVertices[1], 1.0f+offset, recipz);
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RwIm2DVertexSetV(&maVertices[1], 0.0f+offset, recipz);
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RwIm2DVertexSetScreenX(&maVertices[2], r.right);
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RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
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@@ -207,8 +208,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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RwIm2DVertexSetCameraZ(&maVertices[2], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
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RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
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RwIm2DVertexSetU(&maVertices[2], 1.0f+offset, recipz);
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RwIm2DVertexSetV(&maVertices[2], 1.0f+offset, recipz);
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RwIm2DVertexSetScreenX(&maVertices[3], r.left);
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RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
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@@ -216,8 +217,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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RwIm2DVertexSetCameraZ(&maVertices[3], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
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RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
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RwIm2DVertexSetU(&maVertices[3], 0.0f+offset, recipz);
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RwIm2DVertexSetV(&maVertices[3], 1.0f+offset, recipz);
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}
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void
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