s/FRECT/RectF/
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@@ -203,7 +203,7 @@ void Sprite::DrawPrimitives()
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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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RectF quadVerticies;
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switch( m_HorizAlign )
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{
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@@ -242,7 +242,7 @@ void Sprite::DrawPrimitives()
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else
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{
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UINT uFrameNo = m_iStateToFrame[m_iCurState];
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FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
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RectF *pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
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v[0].t = RageVector2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
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v[1].t = RageVector2( pTexCoordRect->left, pTexCoordRect->top ); // top left
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@@ -313,7 +313,7 @@ void Sprite::SetState( int iNewState )
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m_fSecsIntoState = 0.0;
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}
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void Sprite::SetCustomTextureRect( FRECT new_texcoord_frect )
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void Sprite::SetCustomTextureRect( const RectF &new_texcoord_frect )
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{
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m_bUsingCustomTexCoords = true;
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m_CustomTexCoords[0] = new_texcoord_frect.left; m_CustomTexCoords[1] = new_texcoord_frect.bottom; // bottom left
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@@ -337,7 +337,7 @@ void Sprite::GetCustomTextureCoords( float fTexCoordsOut[8] ) // order: bottom l
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}
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void Sprite::SetCustomImageRect( FRECT rectImageCoords )
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void Sprite::SetCustomImageRect( RectF rectImageCoords )
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{
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// Convert to a rectangle in texture coordinate space.
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rectImageCoords.left *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
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