Fixed articts in hold note and life frames.
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@@ -194,12 +194,13 @@ void Sprite::DrawPrimitives()
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::Sleep( PREFSMAN->m_iMovieDecodeMS ); // let the movie decode a frame
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// offset so that pixels are aligned to texels
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if( PREFSMAN->m_iDisplayResolution == 320 )
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DISPLAY->TranslateLocal( -1, -1, 0 );
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else
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DISPLAY->TranslateLocal( -0.5f, -0.5f, 0 );
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// Offset so that pixels are aligned to texels
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// Offset by -0.5, -0.5 if 640x480
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// Offset by -1.0, -1.0 if 320x240
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DISPLAY->TranslateLocal(
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-0.5f*SCREEN_WIDTH/(float)PREFSMAN->m_iDisplayResolution,
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-0.5f*SCREEN_WIDTH/(float)PREFSMAN->GetDisplayHeight(),
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0 );
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// use m_temp_* variables to draw the object
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FRECT quadVerticies;
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@@ -235,6 +236,8 @@ void Sprite::DrawPrimitives()
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v[1].t = D3DXVECTOR2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
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v[2].t = D3DXVECTOR2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
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v[3].t = D3DXVECTOR2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
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DISPLAY->EnableTextureWrapping();
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}
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else
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{
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@@ -245,6 +248,11 @@ void Sprite::DrawPrimitives()
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v[1].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->top ); // top left
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v[2].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
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v[3].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->top ); // top right
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// if the texture has more than one frame, we're going to get border mess from the
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// neighboring frame, so don't bother turning wrapping off.
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if( m_pTexture->GetNumFrames() == 1 )
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DISPLAY->DisableTextureWrapping();
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}
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