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CLOSES #1206, CLOSES #1189, CLOSES #1175, CLOSES #1129, CLOSES #1119, CLOSES #1089, CLOSES #1073, CLOSES #1069, CLOSES #1065, CLOSES #1010, CLOSES #990, CLOSES #989, CLOSES #988, CLOSES #978, CLOSES #944, CLOSES #936, CLOSES #1221, CLOSES #1220, CLOSES #1193, CLOSES #1101, CLOSES #1066, CLOSES #1056, CLOSES #1041, CLOSES #984, CLOSES #1225, CLOSES #1214, CLOSES #1011, CLOSES #1035, CLOSES #1219, CLOSES #1048, CLOSES #1047, CLOSES #964, CLOSES #949, CLOSES #1149, CLOSES #1007, CLOSES #914, CLOSES #1115, CLOSES #1146, CLOSES #999, CLOSES #1207, CLOSES #1029, CLOSES #1120, CLOSES #987, CLOSES #983
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@@ -62,6 +62,8 @@ local function getObpImage(path, colors, group)
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return obpCache[key]
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end
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SpriteRenderer.obpImage = getObpImage
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-- hot reload drops the sheets; live instances hold their own image, so
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-- the world rebuilds them (MapLoader.invalidateAll) rather than this
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function SpriteRenderer.invalidate()
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@@ -281,7 +283,7 @@ end
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-- swapped and OAM_XFLIP on each (data/sprites/facings.asm:192-197). Optional
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-- and trailing, so every existing call site is unchanged.
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function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip,
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topHalf, forceFlip)
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topHalf, forceFlip, frameOverride)
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local x, y = self:getScreenOrigin(px, py, camX, camY)
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local image = self.image
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local redraw = false
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@@ -329,6 +331,9 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip,
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-- still 3-frame sprites turn to face (the nurse at her machine,
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-- facePlayer on STAY NPCs) but never show walk frames.
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local frame, flip = pose(self, facing, walkPhase, stepFlip)
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if frameOverride and self.frames[frameOverride] then
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frame, flip = frameOverride, false
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end
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if forceFlip then flip = true end
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local quad = self.frames[frame]
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local drawHeight = self.frameHeight
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