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Isometric tiles now render the entire screen. Off screen tiles will not be rendered.
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@@ -1008,10 +1008,12 @@ void CellClass::ConvertCoordsToIsometric(int& x, int& y) {
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y = sy;// + (CELL_PIXEL_W / 2);
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x = x + (ScreenWidth / 2);
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y = y - (ScreenWidth / 4);
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}
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bool CellClass::ScreenCoordsToIsoTile(int x, int y, int &tileX, int &tileY) {
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x = x - (ScreenWidth / 2);
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y = y + (ScreenWidth / 4);
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float tempPt_x = (2 * y + x) / 2;
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float tempPt_y = (2 * y - x) / 2;
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