Fade in/out should now work with models and sprites
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@@ -68,7 +68,7 @@ protected:
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const std::string m_ComponentType;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) = 0;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFade, double dt) = 0;
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};
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class ImpureSystem : public virtual System
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