- fix: engine update fix
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@@ -38,9 +38,9 @@ namespace Content.Client.Clickable
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renderOrder = sprite.RenderOrder;
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var (spritePos, spriteRot) = transform.GetWorldPositionRotation(xformQuery);
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var spriteBB = sprite.CalculateRotatedBoundingBox(spritePos, spriteRot, eye.Rotation);
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bottom = Matrix3.CreateRotation(eye.Rotation).TransformBox(spriteBB).Bottom;
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bottom = Matrix3Helpers.CreateRotation(eye.Rotation).TransformBox(spriteBB).Bottom;
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var invSpriteMatrix = Matrix3.Invert(sprite.GetLocalMatrix());
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Matrix3x2.Invert(sprite.GetLocalMatrix(), out var invSpriteMatrix);
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// This should have been the rotation of the sprite relative to the screen, but this is not the case with no-rot or directional sprites.
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var relativeRotation = (spriteRot + eye.Rotation).Reduced().FlipPositive();
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@@ -48,7 +48,7 @@ namespace Content.Client.Clickable
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Angle cardinalSnapping = sprite.SnapCardinals ? relativeRotation.GetCardinalDir().ToAngle() : Angle.Zero;
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// First we get `localPos`, the clicked location in the sprite-coordinate frame.
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var entityXform = Matrix3.CreateInverseTransform(transform.WorldPosition, sprite.NoRotation ? -eye.Rotation : spriteRot - cardinalSnapping);
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var entityXform = Matrix3Helpers.CreateInverseTransform(transform.WorldPosition, sprite.NoRotation ? -eye.Rotation : spriteRot - cardinalSnapping);
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var localPos = invSpriteMatrix.Transform(entityXform.Transform(worldPos));
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// Check explicitly defined click-able bounds
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@@ -79,7 +79,9 @@ namespace Content.Client.Clickable
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// convert to layer-local coordinates
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layer.GetLayerDrawMatrix(dir, out var matrix);
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var inverseMatrix = Matrix3.Invert(matrix);
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Matrix3x2.Invert(matrix, out var inverseMatrix);
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var layerLocal = inverseMatrix.Transform(localPos);
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// Convert to image coordinates
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