public void DrawFromMiniMap(Vector2 Position, float Size, Vector2 Min, Vector2 Max) { if (this.MinPos.X > Max.X || this.MinPos.Y > Max.Y || this.MaxPos.X < Min.X || this.MaxPos.Y < Min.Y) { return; } LinkedListNode <GameObject> Node = Nodes.Value.First; while (Node != null) { WallNode n = (WallNode)Node.Value; if (Node.Next != null) { WallNode n2 = (WallNode)Node.Next.Value; Vector2 MapPosition = (n.Position.get() - Min) / (Max - Min) * Size + Position; Vector2 MapPosition2 = (n2.Position.get() - Min) / (Max - Min) * Size + Position; Vector2 MPosition = Position + new Vector2(Size); MapPosition = Logic.Clamp(MapPosition, Position, MPosition); MapPosition2 = Logic.Clamp(MapPosition2, Position, MPosition); Render.DrawLine(MapPosition, MapPosition2, Color.Gray); } Node = Node.Next; } }