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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