Use a single method with optional parameters for drawing tiled textures.
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@@ -129,7 +129,7 @@ namespace Barotrauma
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{
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backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, 1024, (int)Math.Min(-backgroundPos.Y, 1024));
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backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
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Vector2.Zero, level.BackgroundColor);
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color: level.BackgroundColor);
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}
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if (backgroundPos.Y > -1024)
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{
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@@ -137,7 +137,7 @@ namespace Barotrauma
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background.DrawTiled(spriteBatch,
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(backgroundPos.Y < 0) ? new Vector2(0.0f, (int)-backgroundPos.Y) : Vector2.Zero,
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new Vector2(GameMain.GraphicsWidth, (int)Math.Ceiling(1024 - backgroundPos.Y)),
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Vector2.Zero, level.BackgroundColor);
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color: level.BackgroundColor);
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}
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}
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@@ -174,7 +174,8 @@ namespace Barotrauma
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while (offsetS.Y <= -srcRect.Height * scale) offsetS.Y += srcRect.Height * scale;
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while (offsetS.Y > 0.0f) offsetS.Y -= srcRect.Height * scale;
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dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y), Vector2.Zero, srcRect, Color.White * alpha, new Vector2(scale));
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dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y),
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sourceRect: srcRect, color: Color.White * alpha, textureScale: new Vector2(scale));
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}
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spriteBatch.End();
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@@ -74,7 +74,7 @@ namespace Barotrauma
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Rectangle prevScissorRect = GameMain.Instance.GraphicsDevice.ScissorRectangle;
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GameMain.Instance.GraphicsDevice.ScissorRectangle = rect;
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iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White * 0.8f);
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iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), color: Color.White * 0.8f);
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foreach (LocationConnection connection in connections)
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{
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@@ -133,7 +133,7 @@ namespace Barotrauma
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spriteBatch,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
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new Vector2(rect.Width, rect.Height),
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color, Point.Zero);
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color: color);
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}
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}
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@@ -175,8 +175,9 @@ namespace Barotrauma
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spriteBatch,
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new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)),
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new Vector2(sections[i].rect.Width, sections[i].rect.Height),
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color,
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textureOffset, depth);
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color: color,
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startOffset: textureOffset,
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depth: depth);
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}
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}
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@@ -32,7 +32,7 @@ namespace Barotrauma
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newRect = Submarine.AbsRect(placePosition, placeSize);
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}
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sprite.DrawTiled(spriteBatch, new Vector2(newRect.X, -newRect.Y), new Vector2(newRect.Width, newRect.Height), Color.White);
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sprite.DrawTiled(spriteBatch, new Vector2(newRect.X, -newRect.Y), new Vector2(newRect.Width, newRect.Height));
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GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X - GameMain.GraphicsWidth, -newRect.Y, newRect.Width + GameMain.GraphicsWidth * 2, newRect.Height), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X, -newRect.Y - GameMain.GraphicsHeight, newRect.Width, newRect.Height + GameMain.GraphicsHeight * 2), Color.White);
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