v0.10.5.1
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Linq;
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namespace Barotrauma
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{
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partial class Decal
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{
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public void Draw(SpriteBatch spriteBatch, Hull hull, float depth)
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{
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Vector2 drawPos = position + hull.Rect.Location.ToVector2();
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if (hull.Submarine != null) { drawPos += hull.Submarine.DrawPosition; }
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drawPos.Y = -drawPos.Y;
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spriteBatch.Draw(Sprite.Texture, drawPos, clippedSourceRect, Color * GetAlpha(), 0, Vector2.Zero, Scale, SpriteEffects.None, depth);
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if (GameMain.DebugDraw && affectedSections != null && affectedSections.Count > 0)
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{
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Vector2 drawOffset = hull.Submarine == null ? Vector2.Zero : hull.Submarine.DrawPosition;
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Point sectionSize = affectedSections.First().Rect.Size;
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Rectangle drawPositionRect = new Rectangle((int)(drawOffset.X + hull.Rect.X), (int)(drawOffset.Y + hull.Rect.Y), sectionSize.X, sectionSize.Y);
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foreach (var section in affectedSections)
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{
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// Draw colors
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GUI.DrawRectangle(spriteBatch, new Vector2(drawPositionRect.X + section.Rect.X, -(drawPositionRect.Y + section.Rect.Y)), new Vector2(sectionSize.X, sectionSize.Y), Color.Red, false, 0.0f, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f));
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}
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}
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}
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}
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}
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