Build 1.1.4.0
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@@ -142,11 +142,17 @@ namespace Barotrauma
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GameMain.Instance.GraphicsDevice.SetRenderTarget(rt);
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GameMain.Instance.GraphicsDevice.Clear(Color.Transparent);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, null, null, null, transform);
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Submarine.Draw(spriteBatch);
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Submarine.DrawFront(spriteBatch);
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Submarine.DrawDamageable(spriteBatch, null);
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spriteBatch.End();
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DrawBatch(() => Submarine.DrawBack(spriteBatch, true, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null)));
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DrawBatch(() => Submarine.DrawBack(spriteBatch, true, e => (e is not Structure || e.SpriteDepth < 0.9f)));
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DrawBatch(() => Submarine.DrawDamageable(spriteBatch, null, editing: true));
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DrawBatch(() => Submarine.DrawFront(spriteBatch, editing: true));
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void DrawBatch(Action drawAction)
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{
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, null, null, null, transform);
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drawAction.Invoke();
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spriteBatch.End();
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}
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GameMain.Instance.GraphicsDevice.SetRenderTarget(null);
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GameMain.Instance.GraphicsDevice.Viewport = prevViewport;
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