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Fix "More Rust" mode for freeware (#288)
The engine would previously use the upscaled spritesheet for the headbands since the "original_textures" setting is only used with the Nicalis releases.
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@ -79,7 +79,7 @@ impl GameEntity<()> for Credits {
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// draw sue's headband separately because rust doesn't let me mutate the texture set multiple times at once
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let headband_spritesheet = {
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let base = if state.settings.original_textures { "ogph" } else { "plus" };
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let base = if state.settings.original_textures || state.constants.is_base() { "ogph" } else { "plus" };
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format!("headband/{}/Casts", base)
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};
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@ -224,7 +224,7 @@ impl NPC {
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}
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fn get_headband_spritesheet(&self, state: &SharedGameState, texture_name: &str) -> String {
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let base_dir = if state.settings.original_textures { "ogph" } else { "plus" };
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let base_dir = if state.settings.original_textures || state.constants.is_base() { "ogph" } else { "plus" };
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format!("headband/{}/{}", base_dir, texture_name)
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}
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}
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