(99feac023) Unstable 0.9.704.0
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@@ -37,6 +37,12 @@ namespace Barotrauma
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private set;
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}
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/// <summary>
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/// How much the borders of a sliced sprite are allowed to scale
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/// You may for example want to prevent a 1-pixel border from scaling down (and disappearing) on small resolutions
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/// </summary>
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private float minBorderScale = 0.1f, maxBorderScale = 10.0f;
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public bool CrossFadeIn { get; private set; } = true;
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public bool CrossFadeOut { get; private set; } = true;
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@@ -58,6 +64,9 @@ namespace Barotrauma
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Vector4 sliceVec = element.GetAttributeVector4("slice", Vector4.Zero);
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if (sliceVec != Vector4.Zero)
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{
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minBorderScale = element.GetAttributeFloat("minborderscale", 0.1f);
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maxBorderScale = element.GetAttributeFloat("minborderscale", 10.0f);
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Rectangle slice = new Rectangle((int)sliceVec.X, (int)sliceVec.Y, (int)(sliceVec.Z - sliceVec.X), (int)(sliceVec.W - sliceVec.Y));
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Slice = true;
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@@ -103,7 +112,8 @@ namespace Barotrauma
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scale.Y = MathHelper.Clamp((float)rect.Height / (Slices[0].Height + Slices[6].Height), 0, 1);
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scale.X = MathHelper.Clamp((float)rect.Width / (Slices[0].Width + Slices[2].Width), 0, 1);
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scale.X = scale.Y = Math.Min(Math.Min(scale.X, scale.Y), GUI.SlicedSpriteScale);
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scale.X = scale.Y =
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MathHelper.Clamp(Math.Min(Math.Min(scale.X, scale.Y), GUI.SlicedSpriteScale), minBorderScale, maxBorderScale);
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int centerHeight = rect.Height - (int)((Slices[0].Height + Slices[6].Height) * scale.Y);
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int centerWidth = rect.Width - (int)((Slices[0].Width + Slices[2].Width) * scale.X);
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