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Fix: OpenGL cursor did not consider sprite offsets of cursor sprites.
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@ -1028,6 +1028,7 @@ void OpenGLBackend::DrawMouseCursor()
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_cur_dpi = &_screen;
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for (uint i = 0; i < _cursor.sprite_count; ++i) {
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SpriteID sprite = _cursor.sprite_seq[i].sprite;
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const Sprite *spr = GetSprite(sprite, ST_NORMAL);
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if (!this->cursor_cache.Contains(sprite)) {
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Sprite *old = this->cursor_cache.Insert(sprite, (Sprite *)GetRawSprite(sprite, ST_NORMAL, &SimpleSpriteAlloc, this));
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@ -1038,7 +1039,10 @@ void OpenGLBackend::DrawMouseCursor()
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}
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}
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this->RenderOglSprite((OpenGLSprite *)this->cursor_cache.Get(sprite)->data, _cursor.sprite_seq[i].pal, _cursor.pos.x + _cursor.sprite_pos[i].x, _cursor.pos.y + _cursor.sprite_pos[i].y, ZOOM_LVL_GUI);
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this->RenderOglSprite((OpenGLSprite *)this->cursor_cache.Get(sprite)->data, _cursor.sprite_seq[i].pal,
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_cursor.pos.x + _cursor.sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
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_cursor.pos.y + _cursor.sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
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ZOOM_LVL_GUI);
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}
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}
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