v1.6.17.0 (Unto the Breach update)
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@@ -328,11 +328,11 @@ namespace Barotrauma
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Vector2 max = new Vector2(worldRect.Right, worldRect.Y + worldRect.Height);
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foreach (DecorativeSprite decorativeSprite in Prefab.DecorativeSprites)
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{
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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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Vector2 scale = decorativeSprite.GetScale(ref spriteAnimState[decorativeSprite].ScaleState, spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale;
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min.X = Math.Min(worldPos.X - decorativeSprite.Sprite.size.X * decorativeSprite.Sprite.RelativeOrigin.X * scale.X, min.X);
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max.X = Math.Max(worldPos.X + decorativeSprite.Sprite.size.X * (1.0f - decorativeSprite.Sprite.RelativeOrigin.X) * scale.X, max.X);
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min.Y = Math.Min(worldPos.Y - decorativeSprite.Sprite.size.Y * (1.0f - decorativeSprite.Sprite.RelativeOrigin.Y) * scale.Y, min.Y);
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max.Y = Math.Max(worldPos.Y + decorativeSprite.Sprite.size.Y * decorativeSprite.Sprite.RelativeOrigin.Y * scale.Y, max.Y);
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}
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Vector2 offset = GetCollapseEffectOffset();
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min += offset;
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@@ -341,6 +341,9 @@ namespace Barotrauma
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if (min.X > worldView.Right || max.X < worldView.X) { return false; }
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if (min.Y > worldView.Y || max.Y < worldView.Y - worldView.Height) { return false; }
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Vector2 extents = max - min;
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if (extents.X * Screen.Selected.Cam.Zoom < 1.0f) { return false; }
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if (extents.Y * Screen.Selected.Cam.Zoom < 1.0f) { return false; }
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return true;
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}
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@@ -368,7 +371,7 @@ namespace Barotrauma
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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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public override float GetDrawDepth()
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{
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return GetDrawDepth(GetRealDepth(), Prefab.Sprite);
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}
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@@ -560,7 +563,8 @@ namespace Barotrauma
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pos: drawPos.FlipY(),
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color: color,
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rotate: rotation,
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scale: decorativeSprite.GetScale(spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale,
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origin: decorativeSprite.Sprite.Origin,
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scale: decorativeSprite.GetScale(ref spriteAnimState[decorativeSprite].ScaleState, spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale,
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spriteEffect: Prefab.Sprite.effects ^ SpriteEffects,
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depth: Math.Min(depth + (decorativeSprite.Sprite.Depth - Prefab.Sprite.Depth), 0.999f));
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}
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