Cherry-picked [ab78991]: Rendering tiled sprites with scaling works correctly now (I think?), added option to edit the offset of structure textures
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@@ -109,95 +109,144 @@ namespace Barotrauma
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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 position, Vector2 targetSize,
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Rectangle? rect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
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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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if (rect.HasValue)
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{
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//TODO: this probably shouldn't be modifying the sourceRect of the sprite?
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sourceRect = rect.Value;
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}
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color = color ?? Color.White;
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startOffset = startOffset ?? Point.Zero;
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//Init optional values
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Vector2 drawOffset = startOffset.HasValue ? new Vector2(startOffset.Value.X, startOffset.Value.Y) : Vector2.Zero;
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Vector2 scale = textureScale ?? Vector2.One;
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Color drawColor = color ?? Color.White;
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//which area of the texture to draw
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Rectangle texPerspective = sourceRect;
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texPerspective.Location += startOffset.Value;
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targetSize = targetSize / scale;
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling(targetSize.X / sourceRect.Width);
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling(targetSize.Y / sourceRect.Height);
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//wrap texPerspective inside the source rectangle
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while (texPerspective.X >= sourceRect.Right)
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texPerspective.X = sourceRect.X + (texPerspective.X - sourceRect.Right);
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while (texPerspective.Y >= sourceRect.Bottom)
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texPerspective.Y = sourceRect.Y + (texPerspective.Y - sourceRect.Bottom);
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float top = pos.Y;
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texPerspective.Height = (int)Math.Min(Math.Ceiling(targetSize.Y), sourceRect.Height);
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for (int y = 0; y < yTiles; y++)
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//wrap the drawOffset inside the sourceRect
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drawOffset.X = (drawOffset.X / scale.X) % sourceRect.Width;
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drawOffset.Y = (drawOffset.Y / scale.Y) % sourceRect.Height;
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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{
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float movementY = texPerspective.Height * scale.Y;
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texPerspective.Height = Math.Min((int)Math.Ceiling(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
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float diff = targetSize.X % (sourceRect.Width * scale.X);
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drawOffset.X += (sourceRect.Width * scale.X - diff) / scale.X;
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}
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if (effects.HasFlag(SpriteEffects.FlipVertically))
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{
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float diff = targetSize.Y % (sourceRect.Height * scale.Y);
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drawOffset.Y += (sourceRect.Height * scale.Y - diff) / scale.Y;
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}
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling((targetSize.X + drawOffset.X * scale.X) / (sourceRect.Width * scale.X));
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling((targetSize.Y + drawOffset.Y * scale.Y) / (sourceRect.Height * scale.Y));
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float left = pos.X;
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texPerspective.Width = Math.Min((int)Math.Ceiling(targetSize.X), sourceRect.Width);
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//where the current tile is being drawn;
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Vector2 currDrawPosition = position - drawOffset;
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//which part of the texture we are currently drawing
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Rectangle texPerspective = sourceRect;
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for (int x = 0; x < xTiles; x++)
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{
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texPerspective.X = sourceRect.X;
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texPerspective.Width = sourceRect.Width;
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texPerspective.Height = sourceRect.Height;
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for (int x = 0; x < xTiles; x++)
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//offset to the left, draw a partial slice
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if (currDrawPosition.X < position.X)
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{
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float movementX = texPerspective.Width * scale.X;
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texPerspective.Width = Math.Min((int)Math.Ceiling(targetSize.X - texPerspective.Width * x), texPerspective.Width);
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//the edge of this tile would go over the right edge of the source rectangle,
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//we need to wrap back and draw a slice from the left side
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if (texPerspective.Right > sourceRect.Right)
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float diff = (position.X - currDrawPosition.X);
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currDrawPosition.X += diff;
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texPerspective.Width -= (int)diff;
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if (!effects.HasFlag(SpriteEffects.FlipHorizontally))
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{
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int diff = texPerspective.Right - sourceRect.Right;
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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{
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spriteBatch.Draw(texture,
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new Vector2(left, top),
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new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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texPerspective.Width -= diff;
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left += diff;
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}
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else
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{
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texPerspective.Width -= diff;
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spriteBatch.Draw(texture,
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new Vector2(left + texPerspective.Width * scale.X, top),
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new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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}
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texPerspective.X += (int)diff;
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}
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else if (texPerspective.Bottom > sourceRect.Bottom)
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{
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//TODO: make this work correctly on vertically flipped sprites
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int diff = texPerspective.Bottom - sourceRect.Bottom;
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texPerspective.Height -= diff;
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spriteBatch.Draw(texture,
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new Vector2(left, top + texPerspective.Height * scale.Y),
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new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff),
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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}
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spriteBatch.Draw(texture, new Vector2(left, top), texPerspective,
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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if (texPerspective.X + movementX >= sourceRect.Right && x < xTiles - 1) texPerspective.X = sourceRect.X;
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left += movementX;
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}
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if (texPerspective.Y + movementY >= sourceRect.Bottom && y < yTiles - 1) texPerspective.Y = sourceRect.Y;
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top += movementY;
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//drawing an offset flipped sprite, need to draw an extra slice to the left side
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if (currDrawPosition.X > position.X && x == 0)
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{
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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{
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int sliceWidth = (int)((currDrawPosition.X - position.X) * scale.X);
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Vector2 slicePos = currDrawPosition;
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slicePos.X = position.X;
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Rectangle sliceRect = texPerspective;
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sliceRect.X = SourceRect.X;
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sliceRect.Width = (int)(sliceWidth / scale.X);
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if (effects.HasFlag(SpriteEffects.FlipVertically))
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{
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slicePos.Y += size.Y;
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}
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spriteBatch.Draw(texture, slicePos, sliceRect, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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currDrawPosition.X = slicePos.X + sliceWidth;
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}
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}
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//make sure the rightmost tiles don't go over the right side
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if (x == xTiles - 1)
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{
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int diff = (int)(((currDrawPosition.X + texPerspective.Width * scale.X) - (position.X + targetSize.X)) / scale.X);
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texPerspective.Width -= diff;
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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{
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texPerspective.X += diff;
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}
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}
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currDrawPosition.Y = position.Y - drawOffset.Y;
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for (int y = 0; y < yTiles; y++)
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{
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texPerspective.Y = sourceRect.Y;
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texPerspective.Height = sourceRect.Height;
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//offset above the top, draw a partial slice
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if (currDrawPosition.Y < position.Y)
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{
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float diff = (position.Y - currDrawPosition.Y);
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currDrawPosition.Y += diff;
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texPerspective.Height -= (int)diff;
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if (!effects.HasFlag(SpriteEffects.FlipVertically))
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{
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texPerspective.Y += (int)diff;
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}
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}
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//drawing an offset flipped sprite, need to draw an extra slice to the top
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if (currDrawPosition.Y > position.Y && y == 0)
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{
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if (effects.HasFlag(SpriteEffects.FlipVertically))
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{
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int sliceHeight = (int)((currDrawPosition.Y - position.Y) * scale.Y);
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Vector2 slicePos = currDrawPosition;
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slicePos.Y = position.Y;
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Rectangle sliceRect = texPerspective;
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sliceRect.Y = SourceRect.Y;
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sliceRect.Height = (int)(sliceHeight / scale.Y);
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spriteBatch.Draw(texture, slicePos, sliceRect, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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currDrawPosition.Y = slicePos.Y + sliceHeight;
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}
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}
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//make sure the bottommost tiles don't go over the bottom
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if (y == yTiles - 1)
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{
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int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - (position.Y + targetSize.Y)) / scale.Y);
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texPerspective.Height -= diff;
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if (effects.HasFlag(SpriteEffects.FlipVertically))
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{
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texPerspective.Y += diff;
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}
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}
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spriteBatch.Draw(texture, currDrawPosition,
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texPerspective, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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currDrawPosition.Y += texPerspective.Height * scale.Y;
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}
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currDrawPosition.X += texPerspective.Width * scale.X;
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}
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}
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