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- reverted AActor::scale to a DVector2.
This was causing comparison precision issues with existing script code.
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5 changed files with 5 additions and 5 deletions
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@ -670,7 +670,7 @@ void DIntermissionScreenCast::Drawer ()
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// draw the current frame in the middle of the screen
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if (caststate != NULL)
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{
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FVector2 castscale = mDefaults->Scale;
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DVector2 castscale = mDefaults->Scale;
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int castsprite = caststate->sprite;
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@ -1029,7 +1029,7 @@ public:
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DRotator Angles;
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DRotator ViewAngles; // Angle offsets for cameras
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TObjPtr<DViewPosition*> ViewPos; // Position offsets for cameras
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FVector2 Scale; // Scaling values; 1 is normal size
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DVector2 Scale; // Scaling values; 1 is normal size
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double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.
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int sprite; // used to find patch_t and flip value
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@ -970,7 +970,7 @@ void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
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if (player->userinfo.GetSkin() != 0 && !(actor->flags4 & MF4_NOSKIN))
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{
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// Convert from default scale to skin scale.
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FVector2 defscale = actor->GetDefault()->Scale;
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DVector2 defscale = actor->GetDefault()->Scale;
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scale.X *= Skins[player->userinfo.GetSkin()].Scale.X / double(defscale.X);
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scale.Y *= Skins[player->userinfo.GetSkin()].Scale.Y / double(defscale.Y);
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}
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@ -55,7 +55,7 @@ public:
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uint8_t range0start = 0;
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uint8_t range0end = 0;
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bool othergame = 0; // [GRB]
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FVector2 Scale = { 1, 1 };
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DVector2 Scale = { 1, 1 };
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int sprite = 0;
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int crouchsprite = 0;
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int namespc = 0; // namespace for this skin
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@ -2901,7 +2901,7 @@ struct PlayerSkin native
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native readonly uint8 range0start;
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native readonly uint8 range0end;
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native readonly bool othergame;
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native readonly FVector2 Scale;
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native readonly Vector2 Scale;
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native readonly int sprite;
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native readonly int crouchsprite;
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native readonly int namespc;
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