Rufus wrote:However, after we HAVE fixed that problem can one of you either point me in the direction of how rotatetype works.
I'm still looking into all the works myself currently, here's what I have so far:
RotateType 1 indicates that the object is going to be rotatable in 4 directions. It will take the sprite indicated by the coordinates and the 2 sprites to the right of it. The first sprite is the object in its original position, the 2nd sprite is the 180° rotated view (upside down) of the object, and the third sprite is the 90° (clockwise) rotated view. (The 270° rotation is created by the game automatically by mirroring the 90° version.) If the object is not square (so the height and width differ from each other), the third sprite will have to have its width and height swapped accordingly. Commonly used for entities (people) as well.
RotateType 2 on the other hand would indicate that the object is switchable between horizontal and vertical state (e.g. the prison windows, that only have a front and side view). If you select this, the game will only pick the indicated sprite and the one to the right of it, with the original being the horizontal view and the 2nd being the vertical view.
According to knoest, then RotateType 4 indicates a non-rotating object, so only the indicated sprite will be taken.
I'm not sure about RotateType 0 and 3 yet. From what I see in the spritebank, RotateType 0 seems most prevalently used for tooltip icons and sprites of equippable icons, like contraband or weapons. I believe it would indicate a fluid rotation ability (like contraband rotating slightly on the floor when taken from a prisoner), but that's just speculation.
RotateType 3, though, I cannot say, for it seems to do the same as RotateType 1, at least from looking at the sprites and judging from the objects it's used on.