revert Sprite custom texture coordinate code (to fix rotated banner)
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@@ -212,7 +212,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
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ID.bStretch = true;
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m_Sprites.back()->LoadBG( ID );
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m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites.back()->SetCustomTextureCoords( RectF(0,0,1,1) );
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m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) );
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switch( effect )
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{
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@@ -546,7 +546,7 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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ID.bStretch = true;
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m_Sprites.back()->LoadBG( ID );
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m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites.back()->SetCustomTextureCoords( RectF(0,0,1,1) );
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m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) );
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}
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break;
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case TYPE_PARTICLES:
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@@ -638,13 +638,16 @@ void BGAnimationLayer::Update( float fDeltaTime )
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case TYPE_STRETCH:
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for( i=0; i<m_Sprites.size(); i++ )
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{
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RectF texCoords = *m_Sprites[i]->GetActiveTextureCoords();
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texCoords.left += fDeltaTime*m_fStretchTexCoordVelocityX;
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texCoords.right += fDeltaTime*m_fStretchTexCoordVelocityX;
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texCoords.top += fDeltaTime*m_fStretchTexCoordVelocityY;
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texCoords.bottom+= fDeltaTime*m_fStretchTexCoordVelocityY;
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float fTexCoords[8];
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m_Sprites[i]->GetActiveTexCoords( fTexCoords );
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m_Sprites[i]->SetCustomTextureCoords( texCoords );
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for( int j=0; j<8; j+=2 )
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{
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fTexCoords[j ] += fDeltaTime*m_fStretchTexCoordVelocityX;
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fTexCoords[j+1] += fDeltaTime*m_fStretchTexCoordVelocityY;
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}
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m_Sprites[i]->SetCustomTextureCoords( fTexCoords );
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}
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break;
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/* case EFFECT_PARTICLES_SPIRAL_OUT:
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