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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@@ -56,7 +56,7 @@ namespace OpenRA.Graphics
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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Game.Renderer.SpriteRenderer.DrawSprite(sprite, screenPos, palette, scale * sprite.Size, float3.Ones, alpha);
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Game.Renderer.SpriteRenderer.DrawSprite(sprite, palette, screenPos, scale, float3.Ones, alpha);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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