Don't create a new texture every time tiling is requested, though sadly this introduces a new issue
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@@ -52,12 +52,12 @@ extern std::shared_ptr<cScrollbar> text_sbar,item_sbar,shop_sbar;
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extern sf::Texture bg_gworld;
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extern RECT sbar_rect,item_sbar_rect,shop_sbar_rect,startup_top;
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extern RECT talk_area_rect, word_place_rect;
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extern RECT map_pat[];
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extern tessel_ref_t map_pat[];
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extern location store_anim_ul;
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extern long register_flag;
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extern long ed_flag,ed_key;
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extern bool fast_bang;
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extern RECT bg[];
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extern tessel_ref_t bg[];
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extern cScenario scenario;
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extern cUniverse univ;
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extern cCustomGraphics spec_scen_g;
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@@ -159,7 +159,7 @@ char spot_seen[9][9];
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char anim_str[60];
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location anim_str_loc;
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extern RECT bw_pats[6];
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extern tessel_ref_t bw_pats[6];
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extern short combat_posing_monster , current_working_monster ; // 0-5 PC 100 + x - monster x
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bool supressing_some_spaces = false;
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@@ -621,7 +621,7 @@ void redraw_screen(int refresh) {
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void put_background()
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{
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RECT bg_pict;
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tessel_ref_t bg_pict;
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if(overall_mode == MODE_STARTUP)
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bg_pict = bg[4];
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@@ -645,7 +645,7 @@ void put_background()
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bg_pict = bg[8];
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else bg_pict = bg[13];
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}
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tileImage(mainPtr, RECT(mainPtr), bg_gworld, bg_pict);
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tileImage(mainPtr, RECT(mainPtr), bg_pict);
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}
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void draw_buttons(short mode)
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