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Fix for 512x512 avg sprites
temporarily?
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@ -57,14 +57,19 @@ namespace Arknights
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{
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var faceImage = m_Texture2D.ConvertToImage(true);
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var faceAlpha = avgSprite.FaceSpriteAlphaTexture.ConvertToImage(true);
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tex = avgSprite.FullTexture.ConvertToImage(true);
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var facePos = tex.Width == 512 ? avgSprite.FacePos / 2 : avgSprite.FacePos; // ?
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var faceSize = tex.Width == 512 ? avgSprite.FaceSize / 2 : avgSprite.FaceSize;
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if (new Size(faceImage.Width, faceImage.Height) != avgSprite.FaceSize)
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{
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faceImage.Mutate(x => x.Resize(new ResizeOptions { Size = avgSprite.FaceSize, Sampler = KnownResamplers.Lanczos3, Mode = ResizeMode.Stretch }));
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faceAlpha.Mutate(x => x.Resize(new ResizeOptions { Size = avgSprite.FaceSize, Sampler = KnownResamplers.Lanczos3, Mode = ResizeMode.Stretch }));
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faceImage.Mutate(x => x.Resize(new ResizeOptions { Size = faceSize, Sampler = KnownResamplers.Lanczos3, Mode = ResizeMode.Stretch }));
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faceAlpha.Mutate(x => x.Resize(new ResizeOptions { Size = faceSize, Sampler = KnownResamplers.Lanczos3, Mode = ResizeMode.Stretch }));
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}
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tex = avgSprite.FullTexture.ConvertToImage(true);
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tex.Mutate(x => x.DrawImage(faceImage, avgSprite.FacePos, opacity: 1f));
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alphaTex.Mutate(x => x.DrawImage(faceAlpha, avgSprite.FacePos, opacity: 1f));
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tex.Mutate(x => x.DrawImage(faceImage, facePos, opacity: 1f));
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alphaTex.Mutate(x => x.DrawImage(faceAlpha, facePos, opacity: 1f));
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}
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else
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{
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