Cleaned up the flipping logic a bit, overridable MapEntity.FlipX method
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@@ -108,7 +108,7 @@ namespace Barotrauma
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{
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return Vector2.Distance(position, WorldPosition) < 50.0f;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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if (!editing || wallVertices == null) return;
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@@ -212,8 +212,7 @@ namespace Barotrauma
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}
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return editingHUD;
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}
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private bool Reload(GUIButton button, object obj)
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{
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var pathBox = obj as GUITextBox;
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