Fadesystem, entities, weapon muzzles should now look good. reload for secondary
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@@ -11,7 +11,7 @@ void FadeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFade,
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return;
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}
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if (!(bool)cFade["Out"]) {
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if ((bool)cFade["Out"]) {
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dTime *= -1;
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}
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