Fix colours in endgame statistics.
Text colours where the colour wasn't explicitly set was rendering as the previous (incorrect) colour instead of white. Now text colour is explicitly set.
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@ -523,6 +523,7 @@ void BattleEnd::render() {
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int bm= 100;
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int realPlayerCount = 0;
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Vec3f normalColor = Vec3f(WHITE.x,WHITE.y,WHITE.z);
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for(int i = 0; i < stats.getFactionCount(); ++i) {
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if(stats.getTeam(i) == GameConstants::maxPlayers -1 + fpt_Observer) {
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continue;
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@ -618,60 +619,60 @@ void BattleEnd::render() {
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}
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if(stats.getPersonalityType(i) == fpt_Observer) {
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textRenderer->render(lang.getString("GameOver").c_str(), textX, bm+360);
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textRenderer->render(lang.getString("GameOver").c_str(), textX, bm+360, false , &normalColor);
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}
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else {
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if(stats.getVictory(i)) {
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textRenderer->render(stats.getVictory(i)? lang.getString("Victory").c_str(): lang.getString("Defeat").c_str(), textX, bm+360, false, &highliteColor);
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}
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else {
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textRenderer->render(stats.getVictory(i)? lang.getString("Victory").c_str(): lang.getString("Defeat").c_str(), textX, bm+360);
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textRenderer->render(stats.getVictory(i)? lang.getString("Victory").c_str(): lang.getString("Defeat").c_str(), textX, bm+360, false, &normalColor);
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}
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}
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textRenderer->render(controlString, textX, bm+320);
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textRenderer->render(stats.getFactionTypeName(i), textX, bm+280);
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textRenderer->render(intToStr(team).c_str(), textX, bm+240);
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textRenderer->render(controlString, textX, bm+320, false, &normalColor);
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textRenderer->render(stats.getFactionTypeName(i), textX, bm+280, false, &normalColor);
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textRenderer->render(intToStr(team).c_str(), textX, bm+240, false, &normalColor);
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if(kills == bestKills) {
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textRenderer->render(intToStr(kills).c_str(), textX, bm+200, false,&highliteColor);
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}
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else {
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textRenderer->render(intToStr(kills).c_str(), textX, bm+200);
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textRenderer->render(intToStr(kills).c_str(), textX, bm+200, false, &normalColor);
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}
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if(enemykills == bestEnemyKills) {
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textRenderer->render(intToStr(enemykills).c_str(), textX, bm+180, false , &highliteColor);
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}
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else {
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textRenderer->render(intToStr(enemykills).c_str(), textX, bm+180);
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textRenderer->render(intToStr(enemykills).c_str(), textX, bm+180, false, &normalColor);
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}
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if(deaths == leastDeaths) {
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textRenderer->render(intToStr(deaths).c_str(), textX, bm+160,false,&highliteColor);
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}
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else {
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textRenderer->render(intToStr(deaths).c_str(), textX, bm+160);
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textRenderer->render(intToStr(deaths).c_str(), textX, bm+160, false, &normalColor);
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}
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if(unitsProduced == bestUnitsProduced) {
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textRenderer->render(intToStr(unitsProduced).c_str(), textX, bm+120,false,&highliteColor);
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}
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else {
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textRenderer->render(intToStr(unitsProduced).c_str(), textX, bm+120);
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textRenderer->render(intToStr(unitsProduced).c_str(), textX, bm+120, false, &normalColor);
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}
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if(resourcesHarvested == bestResourcesHarvested) {
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textRenderer->render(intToStr(resourcesHarvested).c_str(), textX, bm+80,false,&highliteColor);
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}
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else {
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textRenderer->render(intToStr(resourcesHarvested).c_str(), textX, bm+80);
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textRenderer->render(intToStr(resourcesHarvested).c_str(), textX, bm+80, false, &normalColor);
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}
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if(score == bestScore) {
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textRenderer->render(intToStr(score).c_str(), textX, bm+20,false,&highliteColor);
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}
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else {
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textRenderer->render(intToStr(score).c_str(), textX, bm+20);
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textRenderer->render(intToStr(score).c_str(), textX, bm+20, false, &normalColor);
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}
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}
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textRenderer->render("\n"+(lang.getString("LeftAt")), lm, bm+400);
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textRenderer->render("\n"+(lang.getString("LeftAt")), lm, bm+400, false, &normalColor);
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textRenderer->render(lang.getString("Result"), lm, bm+360);
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textRenderer->render(lang.getString("Control"), lm, bm+320);
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textRenderer->render(lang.getString("Faction"), lm, bm+280);
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