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Make directional sprite matrices static (#2661)
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@@ -2023,15 +2023,27 @@ namespace Robust.Client.GameObjects
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/// </summary>
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public void GetLayerDrawMatrix(RSIDirection dir, out Matrix3 layerDrawMatrix)
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{
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if (_parent.NoRotation)
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if (_parent.NoRotation || dir == RSIDirection.South)
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layerDrawMatrix = LocalMatrix;
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else
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{
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var rsiDirectionMatrix = Matrix3.CreateTransform(Vector2.Zero, -dir.Convert().ToAngle());
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Matrix3.Multiply(ref rsiDirectionMatrix, ref LocalMatrix, out layerDrawMatrix);
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Matrix3.Multiply(ref _rsiDirectionMatrices[(int)dir], ref LocalMatrix, out layerDrawMatrix);
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}
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}
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private static Matrix3[] _rsiDirectionMatrices = new Matrix3[]
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{
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// array order chosen such that this array can be indexed by casing an RSI direction to an int
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Matrix3.Identity, // should probably just avoid matrix multiplication altogether if the direction is south.
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Matrix3.CreateRotation(-Direction.North.ToAngle()),
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Matrix3.CreateRotation(-Direction.East.ToAngle()),
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Matrix3.CreateRotation(-Direction.West.ToAngle()),
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Matrix3.CreateRotation(-Direction.SouthEast.ToAngle()),
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Matrix3.CreateRotation(-Direction.SouthWest.ToAngle()),
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Matrix3.CreateRotation(-Direction.NorthEast.ToAngle()),
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Matrix3.CreateRotation(-Direction.NorthWest.ToAngle())
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};
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internal void Render(DrawingHandleWorld drawingHandle, ref Matrix3 spriteMatrix, Angle angle, Direction? overrideDirection)
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{
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if (!Visible)
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@@ -152,9 +152,12 @@ namespace Robust.Client.Graphics
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/// <summary>
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/// Specifies a direction in an RSI state.
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/// </summary>
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/// <remarks>
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/// Value of the enum here matches the index used to store it in the icons array. If this ever changes, then
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/// <see cref="GameObjects.SpriteComponent.Layer._rsiDirectionMatrices"/> also needs to be updated.
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/// </remarks>
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public enum Direction : byte
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{
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// Value of the enum here matches the index used to store it in the icons array.
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South = 0,
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North = 1,
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East = 2,
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