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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@@ -170,7 +170,7 @@ namespace OpenRA.Mods.Common.Graphics
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a *= -1;
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wrsr.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd, t, a);
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wrsr.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size, renderProxy.Sprite.Size, t, a);
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wrsr.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size, 1f, t, a);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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