Don't scale do_afters (#10553)
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@@ -2,34 +2,28 @@ using Content.Client.Resources;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.DoAfter;
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public sealed class DoAfterOverlay : Overlay
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private readonly IEntityManager _entManager;
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private readonly SharedTransformSystem _transform;
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private Texture _barTexture;
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private ShaderInstance _shader;
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private readonly Texture _barTexture;
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private readonly ShaderInstance _shader;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public DoAfterOverlay()
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public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IResourceCache cache)
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{
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IoCManager.InjectDependencies(this);
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_entManager = entManager;
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_barTexture = IoCManager.Resolve<IResourceCache>()
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.GetTexture("/Textures/Interface/Misc/progress_bar.rsi/icon.png");
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_barTexture = cache.GetTexture("/Textures/Interface/Misc/progress_bar.rsi/icon.png");
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_shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
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_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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@@ -39,7 +33,8 @@ public sealed class DoAfterOverlay : Overlay
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var spriteQuery = _entManager.GetEntityQuery<SpriteComponent>();
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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var scale = _configManager.GetCVar(CVars.DisplayUIScale);
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// If you use the display UI scale then need to set max(1f, displayscale) because 0 is valid.
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const float scale = 1f;
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var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
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var rotationMatrix = Matrix3.CreateRotation(-rotation);
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handle.UseShader(_shader);
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