Add a null check. Simplify.
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@@ -98,18 +98,18 @@ namespace Barotrauma
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// }
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// }
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//}
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//}
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if (texture == null) return;
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if (texture == null) return;
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spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth);
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spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth ?? this.depth);
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}
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize,
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize,
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Rectangle? sourceRect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
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Rectangle? sourceRect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
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{
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{
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if (texture == null) return;
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// Init optional values, if not provided
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// Init optional values, if not provided
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Rectangle rect = sourceRect ?? this.sourceRect;
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Rectangle rect = sourceRect ?? this.sourceRect;
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color = color ?? Color.White;
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color = color ?? Color.White;
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startOffset = startOffset ?? Point.Zero;
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startOffset = startOffset ?? Point.Zero;
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Vector2 scale = textureScale ?? Vector2.One;
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Vector2 scale = textureScale ?? Vector2.One;
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depth = depth ?? this.depth;
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Rectangle texPerspective = rect;
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Rectangle texPerspective = rect;
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texPerspective.Location += startOffset.Value;
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texPerspective.Location += startOffset.Value;
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@@ -131,7 +131,7 @@ namespace Barotrauma
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{
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{
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float movementX = texPerspective.Width * scale.X;
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float movementX = texPerspective.Width * scale.X;
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texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width);
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texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width);
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spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color.Value, rotation, Vector2.Zero, scale, effects, depth.Value);
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spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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if (texPerspective.X + movementX >= rect.Right)
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if (texPerspective.X + movementX >= rect.Right)
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{
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{
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texPerspective.X = rect.X;
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texPerspective.X = rect.X;
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