Replace XML codeblock spaces with tabs
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@ -292,16 +292,16 @@
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[codeblock]
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var alternate_id = $TileMapLayer.get_cell_alternative_tile(Vector2i(2, 2))
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if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:
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# If tile is not already flipped, flip it.
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$TileMapLayer.set_cell(Vector2i(2, 2), source_id, atlas_coords, alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)
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# If tile is not already flipped, flip it.
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$TileMapLayer.set_cell(Vector2i(2, 2), source_id, atlas_coords, alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)
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[/codeblock]
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[b]Note:[/b] These transformations can be combined to do the equivalent of 0, 90, 180, and 270 degree rotations, as shown below:
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[codeblock]
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enum TileTransform {
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ROTATE_0 = 0,
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ROTATE_90 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_H,
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ROTATE_180 = TileSetAtlasSource.TRANSFORM_FLIP_H | TileSetAtlasSource.TRANSFORM_FLIP_V,
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ROTATE_270 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_V,
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ROTATE_0 = 0,
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ROTATE_90 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_H,
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ROTATE_180 = TileSetAtlasSource.TRANSFORM_FLIP_H | TileSetAtlasSource.TRANSFORM_FLIP_V,
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ROTATE_270 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_V,
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}
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[/codeblock]
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</constant>
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