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@@ -200,9 +200,9 @@ local function modify(parent, region, data)
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bgFile = SharedMedia:Fetch("background", data.borderBackdrop),
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insets = {
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left = data.borderInset,
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right = data.borderInset,
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top = data.borderInset,
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bottom = data.borderInset,
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right = data.borderInset,
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top = data.borderInset,
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bottom = data.borderInset,
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},
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});
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border:SetBackdropBorderColor(data.borderColor[1], data.borderColor[2], data.borderColor[3], data.borderColor[4]);
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@@ -244,18 +244,28 @@ local function modify(parent, region, data)
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end
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-- Rotate model
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function region:Rotate(degrees)
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region.rotation = degrees;
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function region:SetAnimRotation(degrees)
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region.animRotation = degrees
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region:UpdateEffectiveRotation()
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end
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function region:SetRotation(degrees)
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region.rotation = degrees
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region:UpdateEffectiveRotation()
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end
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function region:UpdateEffectiveRotation()
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region.effectiveRotation = region.animRotation or region.rotation
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if region.model then
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region.model:SetFacing(rad(region.rotation));
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region.model:SetFacing(rad(region.effectiveRotation))
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end
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end
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region:Rotate(data.rotation);
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region:SetRotation(data.rotation)
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-- Get model rotation
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function region:GetRotation()
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return region.rotation;
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function region:GetBaseRotation()
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return region.rotation
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end
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function region:PreShow()
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@@ -93,6 +93,7 @@ function Private.regionPrototype.AddProperties(properties, defaultsForRegion)
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isPercent = true
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}
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end
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if defaultsForRegion and defaultsForRegion.progressSource then
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properties["progressSource"] = {
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display = L["Progress Source"],
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@@ -343,6 +344,7 @@ local function SetProgressSource(self, progressSource)
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self.progressSource = progressSource
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self:UpdateProgress()
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end
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local function SetAdjustedMin(self, adjustedMin)
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local index = adjustedMin:find("%% *$")
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if index then
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@@ -355,6 +357,7 @@ local function SetAdjustedMin(self, adjustedMin)
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end
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self:UpdateProgress()
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end
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local function SetAdjustedMax(self, adjustedMax)
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local index = adjustedMax:find("%% *$")
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if index then
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@@ -373,6 +376,7 @@ end
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local function GetMinMaxProgress(self)
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return self.minProgress or 0, self.maxProgress or 0
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end
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local function UpdateProgressFromState(self, minMaxConfig, state, progressSource)
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local progressType = progressSource[2]
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local property = progressSource[3]
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@@ -467,6 +471,7 @@ local function UpdateProgressFromState(self, minMaxConfig, state, progressSource
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else
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adjustMin = 0
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end
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local max
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if minMaxConfig.adjustedMax then
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max = minMaxConfig.adjustedMax
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@@ -879,7 +884,7 @@ function Private.regionPrototype.AddExpandFunction(data, region, cloneId, parent
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if region:IsProtected() then
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if InCombatLockdown() then
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Private.AuraWarnings.UpdateWarning(uid, "protected_frame_error", "error",
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L["Cannot change secure frame in combat lockdown. Find more information:\nhttps://github.com/WeakAuras/WeakAuras2/wiki/Protected-Frames"],
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L["Cannot change secure frame in combat lockdown. Find more information:\nhttps://github.com/WeakAuras/WeakAuras2/wiki/Protected-Frames"],
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true)
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else
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Private.AuraWarnings.UpdateWarning(uid, "protected_frame", "warning",
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@@ -910,7 +915,7 @@ function Private.regionPrototype.AddExpandFunction(data, region, cloneId, parent
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if region:IsProtected() then
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if InCombatLockdown() then
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Private.AuraWarnings.UpdateWarning(uid, "protected_frame_error", "error",
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L["Cannot change secure frame in combat lockdown. Find more information:\nhttps://github.com/WeakAuras/WeakAuras2/wiki/Protected-Frames"],
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L["Cannot change secure frame in combat lockdown. Find more information:\nhttps://github.com/WeakAuras/WeakAuras2/wiki/Protected-Frames"],
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true)
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else
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Private.AuraWarnings.UpdateWarning(uid, "protected_frame", "warning",
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@@ -18,10 +18,7 @@ local default = {
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foregroundColor = {1, 1, 1, 1},
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backgroundColor = {0.5, 0.5, 0.5, 0.5},
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blendMode = "BLEND",
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rotation = 0,
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discrete_rotation = 0,
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mirror = false,
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rotate = true,
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selfPoint = "CENTER",
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anchorPoint = "CENTER",
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anchorFrameType = "SCREEN",
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@@ -181,8 +178,7 @@ local function SetProgress(self, progress)
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if (frame > endFrame) then
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frame = endFrame
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end
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end
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if (frame < startFrame) then
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frame = startFrame
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end
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@@ -251,8 +247,7 @@ local FrameTickFunctions = {
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if (frame > endFrame) then
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frame = endFrame
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end
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end
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if (frame < startFrame) then
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frame = startFrame
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end
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@@ -411,7 +406,8 @@ local function modify(parent, region, data)
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region.background:SetBaseTexture(backgroundTexture);
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region.background:SetFrame(backgroundTexture, region.backgroundFrame or 1);
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region.background:SetDesaturated(data.desaturateBackground)
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region.background:SetVertexColor(data.backgroundColor[1], data.backgroundColor[2], data.backgroundColor[3], data.backgroundColor[4]);
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region.background:SetVertexColor(data.backgroundColor[1], data.backgroundColor[2],
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data.backgroundColor[3], data.backgroundColor[4])
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region.background:SetBlendMode(data.blendMode);
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if (data.hideBackground) then
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@@ -495,7 +491,6 @@ local function modify(parent, region, data)
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function region:Update()
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region:UpdateProgress()
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end
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elseif data.animationType == "progress" then
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function region:Update()
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region:UpdateProgress()
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@@ -525,6 +520,7 @@ local function modify(parent, region, data)
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self.FrameTick = FrameTickFunctions.progressTimer
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self.subRegionEvents:AddSubscriber("FrameTick", self)
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end
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self:FrameTick()
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end
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@@ -11,9 +11,8 @@ local default = {
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color = {1, 1, 1, 1},
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blendMode = "BLEND",
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rotation = 0,
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discrete_rotation = 0,
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mirror = false,
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rotate = true,
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rotate = false,
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selfPoint = "CENTER",
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anchorPoint = "CENTER",
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anchorFrameType = "SCREEN",
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@@ -64,6 +63,15 @@ local properties = {
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display = L["Mirror"],
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setter = "SetMirror",
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type = "bool"
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},
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rotation = {
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display = L["Rotation"],
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setter = "SetRotation",
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type = "number",
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min = 0,
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max = 360,
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bigStep = 1,
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default = 0
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}
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}
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@@ -85,6 +93,16 @@ local function create(parent)
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return region;
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end
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local SQRT2 = sqrt(2)
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local function GetRotatedPoints(degrees, scaleForFullRotate)
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local angle = rad(135 - degrees);
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local factor = scaleForFullRotate and 1 or SQRT2
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local vx = math.cos(angle) / factor
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local vy = math.sin(angle) / factor
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return 0.5+vx,0.5-vy , 0.5-vy,0.5-vx , 0.5+vy,0.5+vx , 0.5-vx,0.5+vy
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end
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local function modify(parent, region, data)
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Private.regionPrototype.modify(parent, region, data);
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region.texture:SetDesaturated(data.desaturate)
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@@ -95,16 +113,6 @@ local function modify(parent, region, data)
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region.scalex = 1;
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region.scaley = 1;
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region.texture:SetBlendMode(data.blendMode);
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--region.texture:SetRotation((data.rotation / 180) * math.pi);
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local function GetRotatedPoints(degrees)
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degrees = degrees or 0
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local angle = rad(135 - degrees);
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local vx = math.cos(angle);
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local vy = math.sin(angle);
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return 0.5+vx,0.5-vy , 0.5-vy,0.5-vx , 0.5+vy,0.5+vx , 0.5-vx,0.5+vy
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end
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region.mirror = data.mirror
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@@ -113,20 +121,8 @@ local function modify(parent, region, data)
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if(region.mirror) then
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mirror_h = not mirror_h;
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end
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local ulx,uly , llx,lly , urx,ury , lrx,lry;
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if(data.rotate) then
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ulx,uly , llx,lly , urx,ury , lrx,lry = GetRotatedPoints(region.rotation);
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else
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if(data.discrete_rotation == 0 or data.discrete_rotation == 360) then
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ulx,uly , llx,lly , urx,ury , lrx,lry = 0,0 , 0,1 , 1,0 , 1,1;
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elseif(data.discrete_rotation == 90) then
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ulx,uly , llx,lly , urx,ury , lrx,lry = 1,0 , 0,0 , 1,1 , 0,1;
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elseif(data.discrete_rotation == 180) then
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ulx,uly , llx,lly , urx,ury , lrx,lry = 1,1 , 1,0 , 0,1 , 0,0;
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elseif(data.discrete_rotation == 270) then
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ulx,uly , llx,lly , urx,ury , lrx,lry = 0,1 , 1,1 , 0,0 , 1,0;
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end
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end
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local ulx,uly , llx,lly , urx,ury , lrx,lry
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= GetRotatedPoints(region.effectiveRotation, data.rotate)
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if(mirror_h) then
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if(mirror_v) then
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region.texture:SetTexCoord(lrx,lry , urx,ury , llx,lly , ulx,uly);
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@@ -142,8 +138,8 @@ local function modify(parent, region, data)
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end
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end
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region.rotation = data.rotation;
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DoTexCoord();
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region.rotation = data.rotation
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region.effectiveRotation = region.rotation
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function region:Scale(scalex, scaley)
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region.scalex = scalex;
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@@ -231,20 +227,26 @@ local function modify(parent, region, data)
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region.texture:SetDesaturated(b);
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end
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if(data.rotate) then
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function region:Rotate(degrees)
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region.rotation = degrees;
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DoTexCoord();
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end
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function region:GetRotation()
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return region.rotation;
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end
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else
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region.Rotate = nil;
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region.GetRotation = nil;
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function region:SetAnimRotation(degrees)
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region.animRotation = degrees
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region:UpdateEffectiveRotation()
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end
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function region:SetRotation(degrees)
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region.rotation = degrees
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region:UpdateEffectiveRotation()
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end
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function region:UpdateEffectiveRotation()
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region.effectiveRotation = region.animRotation or region.rotation
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DoTexCoord()
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end
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function region:GetBaseRotation()
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return region.rotation
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end
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region:SetRotation(data.rotation)
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Private.regionPrototype.modifyFinish(parent, region, data);
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end
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