Aspect ratio fix for player skin menu
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568bdcfd74
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@ -137,11 +137,15 @@ CPlayerSkin::RenderFrontendSkinEdit(void)
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{
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static float rotation = 0.0f;
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RwRGBAReal AmbientColor = { 0.65f, 0.65f, 0.65f, 1.0f };
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const RwV3d pos = { 1.35f, 0.35f, 7.725f };
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RwV3d pos = { 1.35f, 0.35f, 7.725f };
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const RwV3d axis1 = { 1.0f, 0.0f, 0.0f };
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const RwV3d axis2 = { 0.0f, 0.0f, 1.0f };
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static uint32 LastFlash = 0;
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#ifdef ASPECT_RATIO_SCALE
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pos.x = 1.35f * (SCREEN_ASPECT_RATIO / DEFAULT_ASPECT_RATIO);
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#endif
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RwFrame *frame = RpClumpGetFrame(gpPlayerClump);
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if (CTimer::GetTimeInMillisecondsPauseMode() - LastFlash > 7) {
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@ -199,7 +199,11 @@ Idle(void *arg)
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Render2dStuff();
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}else{
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float viewWindow = DEFAULT_VIEWWINDOW;
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#ifdef ASPECT_RATIO_SCALE
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CameraSize(Scene.camera, nil, viewWindow, SCREEN_ASPECT_RATIO);
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#else
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CameraSize(Scene.camera, nil, viewWindow, DEFAULT_ASPECT_RATIO);
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#endif
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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if(!RsCameraBeginUpdate(Scene.camera))
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@ -234,7 +238,11 @@ FrontendIdle(void)
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return;
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float viewWindow = DEFAULT_VIEWWINDOW;
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#ifdef ASPECT_RATIO_SCALE
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CameraSize(Scene.camera, nil, viewWindow, SCREEN_ASPECT_RATIO);
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#else
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CameraSize(Scene.camera, nil, viewWindow, DEFAULT_ASPECT_RATIO);
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#endif
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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if(!RsCameraBeginUpdate(Scene.camera))
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