add tintable laser cursor tails
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@ -20,6 +20,7 @@ local cursorGlowTopImages = {
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local cursorGlowWhite = gfx.CreateSkinImage("gameplay/crit_line/cursor_glow_white.png", 0);
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local cursorGlowColor = gfx.CreateSkinImage("gameplay/crit_line/cursor_glow_color.png", 0);
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local cursorTailColor = gfx.CreateSkinImage("gameplay/crit_line/cursor_tail_color.png", 0)
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local cursorTailImages = {
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gfx.CreateSkinImage("gameplay/crit_line/cursor_tail_l.png", 0),
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gfx.CreateSkinImage("gameplay/crit_line/cursor_tail_r.png", 0),
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@ -40,6 +41,7 @@ local drawCursors = function (scale, cursors, laserActive)
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for i = 0, 1, 1 do
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local luaIndex = i + 1
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local cursor = cursors[i];
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local r, g, b = game.GetLaserColor(i);
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gfx.Save();
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gfx.BeginPath();
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@ -51,23 +53,20 @@ local drawCursors = function (scale, cursors, laserActive)
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local cursorX = cursorPos - cursorW / 2;
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local cursorY = -cursorH / 2;
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if laserActive[luaIndex] then
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gfx.SetImageTint(r, g, b);
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gfx.ImageRect(
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cursorPos - tailW / 2,
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- tailH / 2,
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tailW,
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tailH,
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cursorTailImages[luaIndex],
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cursorTailColor,
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cursor.alpha / 2,
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0
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)
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end
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local glowAlpha = cursor.alpha;
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if (i == 1) then glowAlpha = glowAlpha * 0.7; end
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local r, g, b = game.GetLaserColor(i);
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gfx.ImageRect(
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cursorX,
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cursorY,
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