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@@ -130,8 +130,8 @@ BOOL Sprite::LoadTexture( CString sTexturePath )
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m_pTexture = TM->LoadTexture( m_sTexturePath );
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assert( m_pTexture != NULL );
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SetWidth( (FLOAT)m_pTexture->GetFrameWidth() );
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SetHeight( (FLOAT)m_pTexture->GetFrameHeight() );
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SetWidth( (FLOAT)m_pTexture->GetImageFrameWidth() );
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SetHeight( (FLOAT)m_pTexture->GetImageFrameHeight() );
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// Assume the frames of this animation play in sequential order with 0.2 second delay.
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for( UINT i=0; i<m_pTexture->GetNumFrames(); i++ )
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@@ -240,8 +240,8 @@ void Sprite::Draw()
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//::SetRect( &rectSrc, 0, 0, m_pTexture->GetImageWidth(), m_pTexture->GetImageHeight() );
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D3DXVECTOR2 scaling;
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scaling.x = GetZoom();
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scaling.y = GetZoom();
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scaling.x = GetZoom() * m_pTexture->GetWidthCorrectionRatio();
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scaling.y = GetZoom() * m_pTexture->GetHeightCorrectionRatio();
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D3DXVECTOR2 translation;
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translation.x = (float)GetLeftEdge();
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