ISpriteSequence facing -> WAngle.
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@@ -50,7 +50,7 @@ namespace OpenRA.Graphics
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}
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public int CurrentFrame { get { return backwards ? CurrentSequence.Length - frame - 1 : frame; } }
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public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } }
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public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, WAngle.FromFacing(facingFunc())); } }
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public IRenderable[] Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
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{
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@@ -58,7 +58,7 @@ namespace OpenRA.Graphics
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if (CurrentSequence.ShadowStart >= 0)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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var shadow = CurrentSequence.GetShadow(CurrentFrame, WAngle.FromFacing(facingFunc()));
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var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true);
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return new IRenderable[] { shadowRenderable, imageRenderable };
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}
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@@ -74,7 +74,7 @@ namespace OpenRA.Graphics
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if (CurrentSequence.ShadowStart >= 0)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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var shadow = CurrentSequence.GetShadow(CurrentFrame, WAngle.FromFacing(facingFunc()));
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var shadowPos = pos - new int2((int)(scale * shadow.Size.X / 2), (int)(scale * shadow.Size.Y / 2));
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var shadowRenderable = new UISpriteRenderable(shadow, WPos.Zero + offset, shadowPos, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
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return new IRenderable[] { shadowRenderable, imageRenderable };
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