(ac9d10462) Take entity scale and flipping into account when dragging
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@@ -504,8 +504,19 @@ namespace Barotrauma
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{
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foreach (MapEntity e in selectedList)
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{
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SpriteEffects spriteEffects = SpriteEffects.None;
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if (e is Item item)
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{
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if (item.FlippedX && item.Prefab.CanSpriteFlipX) spriteEffects ^= SpriteEffects.FlipHorizontally;
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if (item.flippedY && item.Prefab.CanSpriteFlipY) spriteEffects ^= SpriteEffects.FlipVertically;
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}
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else if (e is Structure structure)
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{
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if (structure.FlippedX && structure.Prefab.CanSpriteFlipX) spriteEffects ^= SpriteEffects.FlipHorizontally;
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if (structure.flippedY && structure.Prefab.CanSpriteFlipY) spriteEffects ^= SpriteEffects.FlipVertically;
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}
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e.prefab?.DrawPlacing(spriteBatch,
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new Rectangle(e.WorldRect.Location + new Point((int)moveAmount.X, (int)-moveAmount.Y), e.WorldRect.Size), e.Scale);
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new Rectangle(e.WorldRect.Location + new Point((int)moveAmount.X, (int)-moveAmount.Y), e.WorldRect.Size), e.Scale, spriteEffects);
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GUI.DrawRectangle(spriteBatch,
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new Vector2(e.WorldRect.X, -e.WorldRect.Y) + moveAmount,
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new Vector2(e.rect.Width, e.rect.Height),
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