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ASYLUM: fix inventory ring drawing
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@ -520,7 +520,7 @@ void AsylumEngine::initSinCosTables(double a2, int32 a3, int32 a4) {
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double angle = (double)(baseAngle % 360) * 3.141592653589 * 0.005555555555555556;
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*val = (int16)(cos(angle) * a2 - (a3 / 2.0));
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*(val + 1) = (int16)(sin(angle) * a2 - (a4 / 2.0));
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*(val + 1) = (int16)(sin(angle) * a2 + (a4 / 2.0));
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baseAngle += 360 / baseStep;
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val += 2;
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@ -552,7 +552,7 @@ Common::Point AsylumEngine::getSinCosValues(int32 index1, int32 index2) {
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if (_scene->worldstats()->chapter == kChapter11) {
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int32 offset = computeSinCosOffset(8) + index2 + 3;
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values.x = _sinCosTables[2 * offset];
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values.y = _sinCosTables[1];
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values.y = _sinCosTables[2 * offset + 1];
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} else {
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int32 offset = computeSinCosOffset(index1) + index2;
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values.x = _sinCosTables[2 * offset];
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@ -2001,7 +2001,7 @@ void Actor::updateAndDraw() {
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adjustCoordinates(&coords);
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Common::Point sinCos = _vm->getSinCosValues(count, i);
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Common::Point point = coords + Common::Point(player->getPoint2()->x + sinCos.x, player->getPoint2()->y / 2 - sinCos.y - 20);
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Common::Point point = coords + Common::Point(player->getPoint2()->x + sinCos.x, player->getPoint2()->y / 2 - sinCos.y);
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if (mouse.x < point.x || mouse.x > (point.x + 40) || mouse.y < point.y || mouse.y > (point.y + 40)) {
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getScreen()->addGraphicToQueue(getWorld()->cursorResourcesAlternate[_reaction[i] + 15],
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