rotated skew and SKEW_RIGHT are fucky right now
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@@ -229,8 +229,9 @@ function SKEW_LEFT(sprite, relative) {}
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function SKEW_BOTTOM(sprite, relative) {}
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function SKEW_TOP(sprite, relative) {
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preRotBullshit(sprite, relative);
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if (!FlxG.keys.pressed.SHIFT)
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SCALE_TOP(sprite, relative);
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genericOppositeScale(sprite, relative, false, true, false, true);
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var topLeft = sprite.extra.get(exID("buttonBoxes"))[0];
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var bottomLeft = sprite.extra.get(exID("buttonBoxes"))[2];
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@@ -240,10 +241,26 @@ function SKEW_TOP(sprite, relative) {
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bottomLeft.y - (topLeft.y + (FlxG.keys.pressed.SHIFT ? 0 : relative.y - lastRelative.y))
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) * FlxAngle.TO_DEG;
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lastRelative.set(relative.x, relative.y);
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lastRelative.set(relative.x, (FlxG.keys.pressed.SHIFT ? lastRelative.y : relative.y));
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postRotBullshit(sprite, relative);
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}
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function SKEW_RIGHT(sprite, relative) {}
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function SKEW_RIGHT(sprite, relative) {
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preRotBullshit(sprite, relative);
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if (!FlxG.keys.pressed.SHIFT)
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genericScale(sprite, relative, true, false);
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var topLeft = sprite.extra.get(exID("buttonBoxes"))[0];
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var topRight = sprite.extra.get(exID("buttonBoxes"))[1];
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sprite.skew.y = Math.atan2(
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topLeft.x - (topRight.x + (FlxG.keys.pressed.SHIFT ? 0 : relative.x - lastRelative.x)),
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topLeft.y - (topRight.y + (lastRelative.y - relative.y) * 2)
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) * FlxAngle.TO_DEG;
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lastRelative.set((FlxG.keys.pressed.SHIFT ? lastRelative.x : relative.x), relative.y);
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postRotBullshit(sprite, relative);
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}
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/*var storedCenter = FlxPoint.get();
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var storedRelative = FlxPoint.get();*/
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