fp: Use correctly sized end-screen graphic
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Data/Textures/atlas.png
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Data/Textures/atlas.png
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Data/Textures/atlas.txt
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Data/Textures/atlas.txt
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Data/Textures/atlas/end_screen.png
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Data/Textures/atlas/end_screen.png
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@ -3269,10 +3269,9 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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tex_scalar = desired_width / tex_rect.size.w;
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}
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if (game->play.state == FP_GameState_IntroScreen) {
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// NOTE: Draw terry logo ===========================================================
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// NOTE: Draw title text ===========================================================
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{
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TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_terry);
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TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_title);
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Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
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Dqn_Rect dest_rect = {};
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dest_rect.size = tex_rect.size * tex_scalar;
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@ -3287,9 +3286,10 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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TELY_COLOUR_WHITE_V4);
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}
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// NOTE: Draw title text ===========================================================
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if (game->play.state == FP_GameState_IntroScreen) {
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// NOTE: Draw terry logo ===========================================================
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{
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TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_title);
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TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_terry);
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Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
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Dqn_Rect dest_rect = {};
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dest_rect.size = tex_rect.size * tex_scalar;
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