Fix animated particle discrepancies vs vanilla
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@ -70,7 +70,7 @@ Drawable Animation::drawable(float pixelSize) const {
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baseFrame += ":" + toString(m_frame);
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Drawable drawable = Drawable::makeImage(std::move(baseFrame), pixelSize, m_centered, m_offset);
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drawable.imagePart().addDirectivesGroup(m_processing);
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drawable.imagePart().addDirectivesGroup(m_processing, true);
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drawable.rotate(m_angle);
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drawable.color = m_color;
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return drawable;
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@ -219,7 +219,7 @@ void WorldPainter::renderParticles(WorldRenderData& renderData, Particle::Layer
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if (particle.flip && particle.flippable)
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drawable.scale(Vec2F(-1, 1));
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if (drawable.isImage())
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if (drawable.isImage() && particle.type != Particle::Type::Animated)
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drawable.imagePart().addDirectivesGroup(particle.directives, true);
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drawable.fullbright = particle.fullbright;
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drawable.color = particle.color;
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