Make everything display correctly on the main game screen
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@@ -1025,6 +1025,7 @@ void tileImage(sf::RenderTarget& target, RECT area, sf::Texture& img, sf::BlendM
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bool saveRep = img.isRepeated();
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img.setRepeated(true);
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sf::Vector2u imgSz = img.getSize();
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RECT clipArea = area;
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area.left -= area.left % imgSz.x;
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area.top -= area.top % imgSz.y;
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@@ -1035,7 +1036,7 @@ void tileImage(sf::RenderTarget& target, RECT area, sf::Texture& img, sf::BlendM
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tessel.setPosition(area.left, area.top);
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sf::RenderStates renderMode(mode);
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setActiveRenderTarget(target);
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clip_rect(target, area);
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clip_rect(target, clipArea);
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target.draw(tessel, renderMode);
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undo_clip(target);
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img.setRepeated(saveRep);
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@@ -1048,6 +1049,8 @@ void tileImage(sf::RenderTarget& target, RECT area, sf::Texture& img, RECT srcRe
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RECT tesselRect(temp);
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temp.setActive();
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rect_draw_some_item(img, srcRect, temp, tesselRect);
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temp.display();
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RECT clipArea = area;
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area.left -= area.left % tesselRect.width();
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area.top -= area.top % tesselRect.height();
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@@ -1057,7 +1060,7 @@ void tileImage(sf::RenderTarget& target, RECT area, sf::Texture& img, RECT srcRe
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tessel.setPosition(area.left, area.top);
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sf::RenderStates renderMode(mode);
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setActiveRenderTarget(target);
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clip_rect(target, area);
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clip_rect(target, clipArea);
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target.draw(tessel, renderMode);
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undo_clip(target);
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glDisable(GL_SCISSOR_TEST);
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