FNA compat changes: SpriteBatch.Begin & DrawIndexedPrimitives.
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@ -119,7 +119,7 @@ namespace SemiColinGames {
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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pass.Apply();
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pass.Apply();
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graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indices.Length / 3);
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graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indices.Length, 0, indices.Length / 3);
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}
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}
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}
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}
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@ -141,7 +141,7 @@ namespace SemiColinGames {
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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pass.Apply();
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pass.Apply();
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graphics.DrawIndexedPrimitives(
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graphics.DrawIndexedPrimitives(
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PrimitiveType.LineStrip, 0, 0, NUM_EDGE_VERTICES + 1);
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PrimitiveType.LineStrip, 0, 0, NUM_EDGE_VERTICES + 1, 0, NUM_EDGE_VERTICES + 1);
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}
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}
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}
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}
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}
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}
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@ -109,7 +109,7 @@ namespace SemiColinGames {
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// Draw in-world UI on top of everything.
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// Draw in-world UI on top of everything.
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spriteBatch.Begin(
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spriteBatch.Begin(
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SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, null);
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SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, Matrix.Identity);
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for (int i = 0; i < world.Player.MaxHealth; i++) {
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for (int i = 0; i < world.Player.MaxHealth; i++) {
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Vector2 pos = new Vector2(16 + 15 * i, 8);
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Vector2 pos = new Vector2(16 + 15 * i, 8);
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if (world.Player.Health > i) {
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if (world.Player.Health > i) {
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