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m_pSprite->Begin(D3DXSPRITE_ALPHABLEND); RECT rct; rct.left = m_iActualFrameNumber * m_iFrameWidth; rct.right = m_iActualFrameNumber * m_iFrameWidth + m_iFrameWidth; rct.top = 0; rct.bottom = m_iHeight; m_pSprite->Draw(m_pTexture,&rct,NULL, &m_position,0xFFFFFFFF); m_pSprite->End();
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