v0.12.0.2
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@@ -191,10 +191,11 @@ namespace Barotrauma
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Vector2 max = new Vector2(worldRect.Right, worldRect.Y);
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foreach (DecorativeSprite decorativeSprite in Prefab.DecorativeSprites)
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{
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min.X = Math.Min(worldPos.X - decorativeSprite.Sprite.size.X * decorativeSprite.Sprite.RelativeOrigin.X * decorativeSprite.Scale * Scale, min.X);
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max.X = Math.Max(worldPos.X + decorativeSprite.Sprite.size.X * (1.0f - decorativeSprite.Sprite.RelativeOrigin.X) * decorativeSprite.Scale * Scale, max.X);
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min.Y = Math.Min(worldPos.Y - decorativeSprite.Sprite.size.Y * (1.0f - decorativeSprite.Sprite.RelativeOrigin.Y) * decorativeSprite.Scale * Scale, min.Y);
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max.Y = Math.Max(worldPos.Y + decorativeSprite.Sprite.size.Y * decorativeSprite.Sprite.RelativeOrigin.Y * decorativeSprite.Scale * Scale, max.Y);
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float scale = decorativeSprite.GetScale(spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale;
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min.X = Math.Min(worldPos.X - decorativeSprite.Sprite.size.X * decorativeSprite.Sprite.RelativeOrigin.X * scale, min.X);
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max.X = Math.Max(worldPos.X + decorativeSprite.Sprite.size.X * (1.0f - decorativeSprite.Sprite.RelativeOrigin.X) * scale, max.X);
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min.Y = Math.Min(worldPos.Y - decorativeSprite.Sprite.size.Y * (1.0f - decorativeSprite.Sprite.RelativeOrigin.Y) * scale, min.Y);
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max.Y = Math.Max(worldPos.Y + decorativeSprite.Sprite.size.Y * decorativeSprite.Sprite.RelativeOrigin.Y * scale, max.Y);
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}
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if (min.X > worldView.Right || max.X < worldView.X) { return false; }
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@@ -220,9 +221,14 @@ namespace Barotrauma
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Draw(spriteBatch, editing, false, damageEffect);
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}
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private float GetRealDepth()
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{
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return SpriteDepthOverrideIsSet ? SpriteOverrideDepth : prefab.sprite.Depth;
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}
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public float GetDrawDepth()
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{
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return GetDrawDepth(SpriteDepthOverrideIsSet ? SpriteOverrideDepth : prefab.sprite.Depth, prefab.sprite);
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return GetDrawDepth(GetRealDepth(), prefab.sprite);
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}
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private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
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@@ -320,7 +326,7 @@ namespace Barotrauma
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}
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}
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if (back == depth > 0.5f)
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if (back == GetRealDepth() > 0.5f)
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{
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SpriteEffects oldEffects = prefab.sprite.effects;
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prefab.sprite.effects ^= SpriteEffects;
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@@ -377,10 +383,10 @@ namespace Barotrauma
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foreach (var decorativeSprite in Prefab.DecorativeSprites)
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{
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if (!spriteAnimState[decorativeSprite].IsActive) { continue; }
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float rotation = decorativeSprite.GetRotation(ref spriteAnimState[decorativeSprite].RotationState);
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Vector2 offset = decorativeSprite.GetOffset(ref spriteAnimState[decorativeSprite].OffsetState) * Scale;
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float rotation = decorativeSprite.GetRotation(ref spriteAnimState[decorativeSprite].RotationState, spriteAnimState[decorativeSprite].RandomRotationFactor);
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Vector2 offset = decorativeSprite.GetOffset(ref spriteAnimState[decorativeSprite].OffsetState, spriteAnimState[decorativeSprite].RandomOffsetMultiplier) * Scale;
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decorativeSprite.Sprite.Draw(spriteBatch, new Vector2(DrawPosition.X + offset.X, -(DrawPosition.Y + offset.Y)), color,
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rotation, decorativeSprite.Scale * Scale, prefab.sprite.effects,
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rotation, decorativeSprite.GetScale(spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale, prefab.sprite.effects,
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depth: Math.Min(depth + (decorativeSprite.Sprite.Depth - prefab.sprite.Depth), 0.999f));
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}
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prefab.sprite.effects = oldEffects;
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