- reverted AActor::scale to a DVector2.
This was causing comparison precision issues with existing script code.
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5 changed files with 5 additions and 5 deletions
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@ -970,7 +970,7 @@ void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
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if (player->userinfo.GetSkin() != 0 && !(actor->flags4 & MF4_NOSKIN))
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{
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// Convert from default scale to skin scale.
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FVector2 defscale = actor->GetDefault()->Scale;
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DVector2 defscale = actor->GetDefault()->Scale;
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scale.X *= Skins[player->userinfo.GetSkin()].Scale.X / double(defscale.X);
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scale.Y *= Skins[player->userinfo.GetSkin()].Scale.Y / double(defscale.Y);
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}
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