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AGS: Use transform_sprite() with overlays for consistency
From upstream f0a1c70836d10330f16723eb304821211b1f1bdf
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@ -1986,12 +1986,9 @@ void draw_gui_and_overlays() {
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if (over.transparency == 255) continue; // skip fully transparent
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if (_GP(screenover)[i].HasChanged()) {
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// For software mode - prepare transformed bitmap if necessary
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Bitmap *use_bmp = over.pic;
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if (is_software_mode && (over.pic->GetSize() != Size(over.scaleWidth, over.scaleHeight))) {
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_GP(overlaybmp)[i] = recycle_bitmap(_GP(overlaybmp)[i], over.pic->GetColorDepth(), over.scaleWidth, over.scaleHeight);
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_GP(overlaybmp)[i]->StretchBlt(over.pic, RectWH(_GP(overlaybmp)[i]->GetSize()));
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use_bmp = _GP(overlaybmp)[i];
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}
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Bitmap *use_bmp = is_software_mode ?
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transform_sprite(over.pic, over.hasAlphaChannel, overlaybmp[i], Size(over.scaleWidth, over.scaleHeight)) :
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over.pic;
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over.ddb = recycle_ddb_bitmap(over.ddb, use_bmp, over.hasAlphaChannel);
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over.ClearChanged();
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}
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