unit = Vector(d->lp[0], d->lp[1]).Unit();
- Point p1 = d->lp[0] + (ortho * 10.0 * scaledThickness);
- Point p2 = d->lp[1] + (ortho * 10.0 * scaledThickness);
- Point p3 = d->lp[0] + (ortho * 16.0 * scaledThickness);
- Point p4 = d->lp[1] + (ortho * 16.0 * scaledThickness);
+ Point p1 = d->lp[0] + (ortho * (10.0 + d->offset) * scaledThickness);
+ Point p2 = d->lp[1] + (ortho * (10.0 + d->offset) * scaledThickness);
+ Point p3 = d->lp[0] + (ortho * (16.0 + d->offset) * scaledThickness);
+ Point p4 = d->lp[1] + (ortho * (16.0 + d->offset) * scaledThickness);
Point p5 = d->p[0] + (ortho * 4.0 * scaledThickness);
Point p6 = d->p[1] + (ortho * 4.0 * scaledThickness);
Vector orthogonal = Vector::Normal(d->lp[0], d->lp[1]);
// Get our line parallel to our points
float scaledThickness = Global::scale * obj->thickness;
- Point p1 = d->lp[0] + (orthogonal * 10.0 * scaledThickness);
- Point p2 = d->lp[1] + (orthogonal * 10.0 * scaledThickness);
+ Point p1 = d->lp[0] + (orthogonal * (10.0 + d->offset) * scaledThickness);
+ Point p2 = d->lp[1] + (orthogonal * (10.0 + d->offset) * scaledThickness);
Point p3(p1, point);
Vector v1(d->p[0], point);