ui hack
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@@ -134,7 +134,7 @@ namespace Game
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{
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quad.UIPos = Vec3{cardIdx * 0.05f + stackIdx * 1.2f,
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4.2f + (cardIdx % 2 == 0 ? 0.02f : 0.0f),
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cardIdx * 0.001f} *
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cardIdx * 0.001f - 0.3f} *
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UICardOffset * UICardScale;
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UpdateQuad(level.UIQuads, h);
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quad.EData.Visible = true;
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@@ -219,7 +219,7 @@ namespace Game
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bool isLocked = GetFlag(card.Flags, PlacedPuzzleCardFlags::Locked);
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auto& quad = level.UIQuads.Get(UIPlacedCards[cardIdx]);
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quad.UIPos = Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} * UICardOffset * UICardScale;
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quad.UIPos = Vec3{(float)card.Position.X, (float)card.Position.Y, -0.3f} * UICardOffset * UICardScale;
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quad.UIPos -= boardOffset;
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quad.UIRot = card.Rotation * bx::kPi * 0.5f;
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UpdateQuad(level.UIQuads, UIPlacedCards[cardIdx]);
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@@ -339,11 +339,6 @@ namespace Game
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// NOLINTEND
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uiOffset *= -UICardOffset * 0.5f;
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Transform tileOriginTransform = StaticData.UITransform;
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tileOriginTransform.Position += AxisForward(StaticData.UITransform.M) * -1.0f;
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TranslateLocal(tileOriginTransform, Vec3{uiOffset.x, 0.0f, uiOffset.y} * 1.0f);
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UpdateMatrix(tileOriginTransform);
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auto& solvedQuad = level.UIQuads.Get(SolvedQuad);
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solvedQuad.EData.Visible = true;
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solvedQuad.EData.TextureHandle = IsPuzzleSolved ? GetInstance().Player.Config.TabletStatusSolvedTexture
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