Change DrawSprite calls to provide scales instead of sizes.
This allows us to remove a hacky workaround for calculating depth offsets when sprites have size.Z == 0.
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@@ -85,7 +85,7 @@ namespace OpenRA.Graphics
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var contrastSprite = contrastGlyphs[(s, screenContrast)];
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(contrastSprite,
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(screen + g.Offset - contrastVector) / deviceScale,
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contrastSprite.Size / deviceScale,
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1f / deviceScale,
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tint, 1f);
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}
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@@ -116,7 +116,7 @@ namespace OpenRA.Graphics
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if (g.Sprite != null)
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(g.Sprite,
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(screen + g.Offset).ToFloat2() / deviceScale,
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g.Sprite.Size / deviceScale,
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1f / deviceScale,
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tint, 1f);
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screen += new int2((int)(g.Advance + 0.5f), 0);
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