/// <summary>
        /// Requests all tile chunks (200x150 tile 'sections') from the server within a given tile range.
        /// </summary>
        /// <param name="tileRange"></param>
        /// <param name="leftPadding">In chunks.</param>
        /// <param name="topPadding">In chunks.</param>
        /// <param name="rightPadding">In chunks.</param>
        /// <param name="bottomPadding">In chunks.</param>
        public static void RequestChunksFromServer(
            Rectangle tileRange,
            int leftPadding   = 0,
            int topPadding    = 0,
            int rightPadding  = 0,
            int bottomPadding = 0)
        {
            int sectX = 200;
            int sectY = 150;

            int minX = Math.Max((tileRange.X / sectX) - leftPadding, 0);

            minX *= sectX;
            int minY = Math.Max((tileRange.Y / sectY) - topPadding, 0);

            minY *= sectY;

            int maxX = tileRange.X + tileRange.Width;

            maxX += rightPadding * sectX;
            maxX  = Math.Min(maxX, Main.maxTilesX - 1);
            int maxY = tileRange.Y + tileRange.Height;

            maxY += bottomPadding * sectY;
            maxY  = Math.Min(maxY, Main.maxTilesY - 1);

            for (int x = minX; x < maxX; x += sectX)
            {
                for (int y = minY; y < maxY; y += sectY)
                {
                    TileWorldLibraries.RequestChunkFromServer(Netplay.GetSectionX(x), Netplay.GetSectionY(y));
                }
            }
        }
        ////////////////

        /// <summary>
        /// Drops from a given point to the ground.
        /// </summary>
        /// <param name="worldPos"></param>
        /// <param name="invertGravity"></param>
        /// <param name="isGround">Defines what "ground" is.</param>
        /// <param name="groundPos"></param>
        /// <returns>`true` if a ground point was found within world boundaries.</returns>
        public static bool DropToGround(Vector2 worldPos,
                                        bool invertGravity,
                                        IsGround isGround,
                                        out Vector2 groundPos)
        {
            int furthestTileY = invertGravity ? 42 : Main.maxTilesY - 42;

            return(TileWorldLibraries.DropToGround(worldPos, invertGravity, isGround, furthestTileY, out groundPos));
        }