Dirty workaround for background music breaking during loading (the music is switched when a round starts), the "wall" at the top of the levels is drawn on top of the lightmap, small fixes in AIObjectiveGetItem and BackGroundSpriteManager
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@@ -58,6 +58,8 @@ namespace Barotrauma
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if (targetItem == null) return;
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}
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if (moveToTarget == null) return;
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if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.PickDistance*2.0f)
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{
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int targetSlot = -1;
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@@ -92,7 +92,7 @@ namespace Barotrauma
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int x = (int)Math.Floor(((Vector2)pos).X / GridSize);
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if (x<0 || x >= sprites.GetLength(0)) continue;
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int y = (int)Math.Floor(((Vector2)pos).Y / GridSize);
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if (y<0 || 1 >= sprites.GetLength(1)) continue;
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if (y<0 || y >= sprites.GetLength(1)) continue;
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sprites[x,y].Add(newSprite);
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}
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