Revert to the old tiling logic. Insert texture scale logic in between. Turn the silhouette code block into a separate method.

This commit is contained in:
itchyOwl
2018-04-09 09:54:26 +03:00
parent 22c3af6af6
commit a34a024f58
2 changed files with 72 additions and 22 deletions
@@ -175,7 +175,7 @@ namespace Barotrauma
while (offsetS.Y > 0.0f) offsetS.Y -= srcRect.Height * scale;
dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y),
sourceRect: srcRect, color: Color.White * alpha, textureScale: new Vector2(scale));
rect: srcRect, color: Color.White * alpha, textureScale: new Vector2(scale));
}
spriteBatch.End();