v1.4.4.1 (Blood in the Water Update)
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@@ -808,8 +808,16 @@ namespace Barotrauma
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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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spriteRotation = MathHelper.ToRadians(structure.Rotation);
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rectangleRotation = spriteRotation;
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rectangleRotation = MathHelper.ToRadians(structure.Rotation);
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spriteRotation = rectangleRotation;
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bool spriteIsFlippedHorizontally = structure.Sprite.effects.HasFlag(SpriteEffects.FlipHorizontally);
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bool spriteIsFlippedVertically = structure.Sprite.effects.HasFlag(SpriteEffects.FlipVertically);
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if (spriteIsFlippedHorizontally != spriteIsFlippedVertically)
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{
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spriteRotation = -spriteRotation;
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}
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if (structure.FlippedX != structure.FlippedY) { rectangleRotation = -rectangleRotation; }
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break;
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}
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@@ -978,6 +986,11 @@ namespace Barotrauma
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}
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}
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public static void ResetEditingHUD()
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{
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editingHUD = null;
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}
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public static void DrawEditor(SpriteBatch spriteBatch, Camera cam)
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{
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if (SelectedList.Count == 1)
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