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PringlesGang
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Apr 8, 2026
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PringlesGang
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Still doesn't use the same shader/blend mode, but that can also come in a different PR I suppose
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| UI::CCLCC::SystemMenu* menu = new UI::CCLCC::SystemMenu(); | ||
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| menu->SmokeAnimation.LoopMode = AnimationLoopMode::Loop; | ||
| menu->SmokeAnimation.DurationIn = SmokeAnimationDurationIn; | ||
| menu->SmokeAnimation.DurationOut = SmokeAnimationDurationOut; |
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The menu pointer is already created and pushed a couple lines below? The durations are also already set in the constructor
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| inline float SmokeX; | ||
| inline float SmokeY; | ||
| inline float SmokeBoundsX; | ||
| inline float SmokeBoundsY; | ||
| inline float SmokeBoundsWidth; | ||
| inline float SmokeBoundsHeight; |
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Just use a glm::vec2 and a RectF
| glm::vec2(SmokeBoundsWidth - (SmokeAnimationBoundsXMax * | ||
| (1.0f - SmokeAnimation.Progress)), | ||
| SmokeY), | ||
| col); |
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I don't really like the idea of modifying this profile variable's bounds...
I'd make a local copy of the sprite and modify that instead
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