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Some improvements to map/event rendering when changing display tile width/height in map renderer
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@@ -63,8 +63,14 @@ class Sprite_SurfBase
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sy = ((@event.direction - 2) / 2) * ch
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@sprite.src_rect.set(sx, sy, cw, ch)
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if $game_temp.surf_base_coords
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@sprite.x = ((($game_temp.surf_base_coords[0] * Game_Map::REAL_RES_X) - @event.map.display_x + 3) / 4) + (Game_Map::TILE_WIDTH / 2)
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@sprite.y = ((($game_temp.surf_base_coords[1] * Game_Map::REAL_RES_Y) - @event.map.display_y + 3) / 4) + (Game_Map::TILE_HEIGHT / 2) + 16
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spr_x = ((($game_temp.surf_base_coords[0] * Game_Map::REAL_RES_X) - @event.map.display_x).to_f / Game_Map::X_SUBPIXELS).round
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spr_x += (Game_Map::TILE_WIDTH / 2)
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spr_x = ((spr_x - (Graphics.width / 2)) * TilemapRenderer::ZOOM_X) + (Graphics.width / 2) if TilemapRenderer::ZOOM_X != 1
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@sprite.x = spr_x
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spr_y = ((($game_temp.surf_base_coords[1] * Game_Map::REAL_RES_Y) - @event.map.display_y).to_f / Game_Map::Y_SUBPIXELS).round
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spr_y += (Game_Map::TILE_HEIGHT / 2) + 16
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spr_y = ((spr_y - (Graphics.height / 2)) * TilemapRenderer::ZOOM_Y) + (Graphics.height / 2) if TilemapRenderer::ZOOM_Y != 1
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@sprite.y = spr_y
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else
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@sprite.x = @rsprite.x
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@sprite.y = @rsprite.y
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