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Re-fixes scaling offsets for tall sprites
Turns out fixing the busted update_transform proc revealed it lacked the thing that the previous scaling offset fix gave to the other size procs that did function back then.
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@@ -1194,7 +1194,7 @@ default behaviour is:
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// Now for the regular stuff.
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// Now for the regular stuff.
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var/matrix/M = matrix()
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var/matrix/M = matrix()
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M.Scale(desired_scale_x, desired_scale_y)
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M.Scale(desired_scale_x, desired_scale_y)
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M.Translate(0, 16*(desired_scale_y-1))
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M.Translate(0, (vis_height/2)*(desired_scale_y-1)) //VOREStation edit
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src.transform = M //VOREStation edit
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src.transform = M //VOREStation edit
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// This handles setting the client's color variable, which makes everything look a specific color.
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// This handles setting the client's color variable, which makes everything look a specific color.
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@@ -42,7 +42,7 @@ var/const/RESIZE_A_SMALLTINY = (RESIZE_SMALL + RESIZE_TINY) / 2
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ASSERT(!ishuman(src))
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ASSERT(!ishuman(src))
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var/matrix/M = matrix()
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var/matrix/M = matrix()
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M.Scale(size_multiplier)
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M.Scale(size_multiplier)
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M.Translate(0, 16*(size_multiplier-1))
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M.Translate(0, (vis_height/2)*(size_multiplier-1))
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transform = M
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transform = M
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/**
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/**
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