fix other skews
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@@ -224,7 +224,23 @@ function SCALE_BOTTOM(sprite, relative) {
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var lastRelative = FlxPoint.get();
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function SKEW_LEFT(sprite, relative) {}
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function SKEW_LEFT(sprite, relative) {
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preRotBullshit(sprite, relative);
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if (!FlxG.keys.pressed.SHIFT)
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genericOppositeScale(sprite, relative, true, false, 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.y = storedPos.y - relative.y * 0.5;
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sprite.skew.y = Math.atan2(
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topRight.y - (topLeft.y + (lastRelative.y - relative.y)),
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topRight.x - (topLeft.x + (FlxG.keys.pressed.SHIFT ? 0 : relative.x - lastRelative.x))
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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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function SKEW_BOTTOM(sprite, relative) {
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preRotBullshit(sprite, relative);
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@@ -234,8 +250,9 @@ function SKEW_BOTTOM(sprite, relative) {
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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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sprite.x = storedPos.x - relative.x * 0.5;
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sprite.skew.x = Math.atan2(
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topLeft.x - (bottomLeft.x + (lastRelative.x - relative.x) * 2),
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topLeft.x - (bottomLeft.x + (lastRelative.x - relative.x)),
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topLeft.y - (bottomLeft.y + (FlxG.keys.pressed.SHIFT ? 0 : lastRelative.y - relative.y))
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) * FlxAngle.TO_DEG;
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@@ -251,8 +268,9 @@ function SKEW_TOP(sprite, relative) {
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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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sprite.x = storedPos.x - relative.x * 0.5;
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sprite.skew.x = Math.atan2(
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bottomLeft.x - (topLeft.x + (lastRelative.x - relative.x) * 2),
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bottomLeft.x - (topLeft.x + (lastRelative.x - relative.x)),
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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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@@ -268,9 +286,10 @@ function SKEW_RIGHT(sprite, relative) {
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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.y = storedPos.y - relative.y * 0.5;
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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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topLeft.y - (topRight.y + (lastRelative.y - relative.y)),
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topLeft.x - (topRight.x + (FlxG.keys.pressed.SHIFT ? 0 : lastRelative.x - relative.x))
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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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