Fixed override sprite scaling
Now it looks right.
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@@ -411,7 +411,7 @@ namespace Barotrauma.Lights
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if (overrideLightTexture != null)
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{
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overrideTextureDims = new Vector2(overrideLightTexture.SourceRect.Width, overrideLightTexture.SourceRect.Height);
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uvOffset = (overrideLightTexture.Origin / overrideLightTexture.size) - new Vector2(0.5f, 0.5f);
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uvOffset = (overrideLightTexture.Origin / overrideTextureDims) - new Vector2(0.5f, 0.5f);
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}
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// Add a vertex for the center of the mesh
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@@ -427,11 +427,11 @@ namespace Barotrauma.Lights
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diff /= range*2.0f;
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if (overrideLightTexture != null)
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{
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diff /= (overrideLightTexture.size / overrideTextureDims);
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Vector2 originDiff = diff;
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diff.X = originDiff.X * cosAngle - originDiff.Y * sinAngle;
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diff.Y = originDiff.X * sinAngle + originDiff.Y * cosAngle;
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diff *= (overrideTextureDims / overrideLightTexture.size) * 2.0f;
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diff += uvOffset;
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}
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