diff --git a/MLEM/Formatting/Codes/OutlineCode.cs b/MLEM/Formatting/Codes/OutlineCode.cs index e5cb6d71..1b8be7b8 100644 --- a/MLEM/Formatting/Codes/OutlineCode.cs +++ b/MLEM/Formatting/Codes/OutlineCode.cs @@ -26,7 +26,7 @@ public override bool DrawCharacter(GameTime time, SpriteBatch batch, int codePoi foreach (var dir in this.diagonals ? Direction2Helper.AllExceptNone : Direction2Helper.Adjacent) { var offset = Vector2.Normalize(dir.Offset().ToVector2()) * this.thickness; var finalPos = font.TransformSingleCharacter(stringPos, charPosOffset + offset, rotation, origin, scale, effects, stringSize, charSize); - font.DrawString(batch, character, finalPos, this.color.CopyAlpha(color), rotation, Vector2.Zero, scale, effects, depth); + font.DrawCharacter(batch, codePoint, character, finalPos, this.color.CopyAlpha(color), rotation, scale, effects, depth); } return false; } diff --git a/MLEM/Formatting/Codes/ShadowCode.cs b/MLEM/Formatting/Codes/ShadowCode.cs index bf849e8d..dc361265 100644 --- a/MLEM/Formatting/Codes/ShadowCode.cs +++ b/MLEM/Formatting/Codes/ShadowCode.cs @@ -20,7 +20,7 @@ public ShadowCode(Match match, Regex regex, Color color, Vector2 offset) : base( /// public override bool DrawCharacter(GameTime time, SpriteBatch batch, int codePoint, string character, Token token, int indexInToken, Vector2 stringPos, ref Vector2 charPosOffset, GenericFont font, ref Color color, ref Vector2 scale, ref float rotation, ref Vector2 origin, float depth, SpriteEffects effects, Vector2 stringSize, Vector2 charSize) { var finalPos = font.TransformSingleCharacter(stringPos, charPosOffset + this.offset, rotation, origin, scale, effects, stringSize, charSize); - font.DrawString(batch, character, finalPos, this.color.CopyAlpha(color), rotation, Vector2.Zero, scale, effects, depth); + font.DrawCharacter(batch, codePoint, character, finalPos, this.color.CopyAlpha(color), rotation, scale, effects, depth); // we return false since we still want regular drawing to occur return false; }