@@ -438,14 +438,25 @@ bool PlayIntroTitle() {
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StarSize size;
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for (int star = 0 ; star < starCount; ++star) {
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- aStars[star].m_Size = size = PosRand () < 0.95 ? StarSmall : (PosRand () < 0.85 ? StarLarge : StarHuge);
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- aStars[star].m_pBitmap = size == StarSmall ? apStarSmallBitmaps[SelectRand (0 , starSmallBitmapCount - 1 )] :
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- (size == StarLarge ? apStarLargeBitmaps[SelectRand (0 , starLargeBitmapCount - 1 )] : apStarHugeBitmaps[SelectRand (0 , starLargeBitmapCount - 1 )]);
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+ if (PosRand () < 0.95 ) {
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+ aStars[star].m_Size = StarSmall;
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+ aStars[star].m_pBitmap = apStarSmallBitmaps[SelectRand (0 , starSmallBitmapCount - 1 )];
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+ aStars[star].m_Intensity = RangeRand (0.001 , 0.5 );
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+ }
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+ else if (PosRand () < 0.85 ) {
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+ aStars[star].m_Size = StarLarge;
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+ aStars[star].m_pBitmap = apStarLargeBitmaps[SelectRand (0 , starLargeBitmapCount - 1 )];
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+ aStars[star].m_Intensity = RangeRand (0.6 , 1.0 );
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+ }
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+ else {
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+ aStars[star].m_Size = StarHuge;
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+ aStars[star].m_pBitmap = apStarHugeBitmaps[SelectRand (0 , starLargeBitmapCount - 1 )];
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+ aStars[star].m_Intensity = RangeRand (0.9 , 1.0 );
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+ }
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aStars[star].m_Pos .SetXY (resX * PosRand (), pBackdrop->GetBitmap ()->h * PosRand ());// resY * PosRand());
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aStars[star].m_Pos .Floor ();
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// To match the nebula scroll
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aStars[star].m_ScrollRatio = backdropScrollRatio;
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- aStars[star].m_Intensity = size == StarSmall ? RangeRand (0.001 , 0.5 ) : (size == StarLarge ? RangeRand (0.6 , 1.0 ) : RangeRand (0.9 , 1.0 ));
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}
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// Font stuff
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