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[MouseCrosshairs]Fix odd thickness offset (#17091)
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@ -209,24 +209,24 @@ void InclusiveCrosshairs::UpdateCrosshairsPosition()
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float halfPixelAdjustment = m_crosshairs_thickness % 2 == 1 ? 0.5f : 0.0f;
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// Position crosshairs components around the mouse pointer.
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m_left_crosshairs_border.Offset({ (float)ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size, (float)ptCursor.y - halfPixelAdjustment, .0f });
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m_left_crosshairs_border.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius + m_crosshairs_border_size, (float)m_crosshairs_thickness + m_crosshairs_border_size * 2 });
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m_left_crosshairs.Offset({ (float)ptCursor.x - m_crosshairs_radius, (float)ptCursor.y - halfPixelAdjustment, .0f });
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m_left_crosshairs.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius, (float)m_crosshairs_thickness });
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m_left_crosshairs_border.Offset({ (float)ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, (float)ptCursor.y + halfPixelAdjustment, .0f });
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m_left_crosshairs_border.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, (float)m_crosshairs_thickness + m_crosshairs_border_size * 2 });
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m_left_crosshairs.Offset({ (float)ptCursor.x - m_crosshairs_radius + halfPixelAdjustment * 2, (float)ptCursor.y + halfPixelAdjustment, .0f });
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m_left_crosshairs.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius + halfPixelAdjustment * 2, (float)m_crosshairs_thickness });
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m_right_crosshairs_border.Offset({ (float)ptCursor.x + m_crosshairs_radius - m_crosshairs_border_size, (float)ptCursor.y - halfPixelAdjustment, .0f });
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m_right_crosshairs_border.Offset({ (float)ptCursor.x + m_crosshairs_radius - m_crosshairs_border_size, (float)ptCursor.y + halfPixelAdjustment, .0f });
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m_right_crosshairs_border.Size({ (float)ptMonitorBottomRight.x - (float)ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size, (float)m_crosshairs_thickness + m_crosshairs_border_size * 2 });
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m_right_crosshairs.Offset({ (float)ptCursor.x + m_crosshairs_radius, (float)ptCursor.y - halfPixelAdjustment, .0f });
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m_right_crosshairs.Offset({ (float)ptCursor.x + m_crosshairs_radius, (float)ptCursor.y + halfPixelAdjustment, .0f });
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m_right_crosshairs.Size({ (float)ptMonitorBottomRight.x - (float)ptCursor.x - m_crosshairs_radius, (float)m_crosshairs_thickness });
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m_top_crosshairs_border.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size, .0f });
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m_top_crosshairs_border.Size({ (float)m_crosshairs_thickness + m_crosshairs_border_size * 2, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius + m_crosshairs_border_size });
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m_top_crosshairs.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius, .0f });
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m_top_crosshairs.Size({ (float)m_crosshairs_thickness, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius });
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m_top_crosshairs_border.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, .0f });
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m_top_crosshairs_border.Size({ (float)m_crosshairs_thickness + m_crosshairs_border_size * 2, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2 });
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m_top_crosshairs.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius + halfPixelAdjustment * 2, .0f });
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m_top_crosshairs.Size({ (float)m_crosshairs_thickness, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius + halfPixelAdjustment * 2 });
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m_bottom_crosshairs_border.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius - m_crosshairs_border_size, .0f });
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m_bottom_crosshairs_border.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius - m_crosshairs_border_size, .0f });
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m_bottom_crosshairs_border.Size({ (float)m_crosshairs_thickness + m_crosshairs_border_size * 2, (float)ptMonitorBottomRight.y - (float)ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size });
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m_bottom_crosshairs.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius, .0f });
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m_bottom_crosshairs.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius, .0f });
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m_bottom_crosshairs.Size({ (float)m_crosshairs_thickness, (float)ptMonitorBottomRight.y - (float)ptCursor.y - m_crosshairs_radius });
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}
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