Removed the auto generated sprites
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@@ -37,35 +37,39 @@ export function TintedSpriteIcon({
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const ctx = canvas.getContext("2d", { willReadFrequently: true });
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if (!ctx) return;
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const image = await getCachedImage(src);
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if (cancelled) return;
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try {
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const image = await getCachedImage(src);
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if (cancelled) return;
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canvas.width = image.width;
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canvas.height = image.height;
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ctx.clearRect(0, 0, image.width, image.height);
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canvas.width = image.width;
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canvas.height = image.height;
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ctx.clearRect(0, 0, image.width, image.height);
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const rgb = hslToRgb(color.h, color.s, color.l);
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const isEyesLayer = src.includes("/character/eyes/");
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const rgb = hslToRgb(color.h, color.s, color.l);
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const isEyesLayer = src.includes("/character/eyes/");
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drawTintedSprite(
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ctx,
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image,
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rgb,
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isEyesLayer && skinColor
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? {
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mode: "eyes",
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skinColor: hslToRgb(skinColor.h, skinColor.s, skinColor.l),
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}
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: undefined,
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);
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drawTintedSprite(
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ctx,
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image,
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rgb,
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isEyesLayer && skinColor
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? {
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mode: "eyes",
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skinColor: hslToRgb(skinColor.h, skinColor.s, skinColor.l),
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}
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: undefined,
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);
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} catch {
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// Ignore missing or broken sprite assets so the UI stays responsive.
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}
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}
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render();
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void render();
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return () => {
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cancelled = true;
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};
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}, [src, color, skinColor]);
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}, [src, color.h, color.s, color.l, skinColor?.h, skinColor?.s, skinColor?.l]);
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return (
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<canvas
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