Use a single method with optional parameters for drawing tiled textures.
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@@ -81,8 +81,9 @@ namespace Barotrauma
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{
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if (prefab.ResizeHorizontal || prefab.ResizeVertical || SpriteEffects.HasFlag(SpriteEffects.FlipHorizontally) || SpriteEffects.HasFlag(SpriteEffects.FlipVertically))
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{
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selectedSprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color);
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fadeInBrokenSprite?.Sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color * fadeInBrokenSpriteAlpha, Point.Zero, selectedSprite.Depth - 0.000001f);
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selectedSprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color: color);
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fadeInBrokenSprite?.Sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color: color * fadeInBrokenSpriteAlpha,
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depth: selectedSprite.Depth - 0.000001f);
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}
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else
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@@ -70,7 +70,7 @@ namespace Barotrauma
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position = placePosition;
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}
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if (sprite != null) sprite.DrawTiled(spriteBatch, new Vector2(position.X, -position.Y), placeSize, SpriteColor);
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if (sprite != null) sprite.DrawTiled(spriteBatch, new Vector2(position.X, -position.Y), placeSize, color: SpriteColor);
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}
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}
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}
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