Minor bug fixes.
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@@ -64,8 +64,10 @@ public class OmegaImage
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}
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/// <summary>
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/// Full Omega draw. X,Y is the top-left of the pattern; rotation (degrees, clockwise)
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/// pivots around (centerX, centerY) as a fraction of the pattern size.
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/// Full Omega draw. X,Y is the top-left of the unscaled pattern; rotation and scale
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/// are applied around the pivot (centerX, centerY), which stays at its unscaled
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/// position — matching DirectX-era Draw semantics (a half-scaled 64px sprite at X
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/// with center 0.5 still has its pivot at X+32).
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/// </summary>
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public void Draw(SpriteBatch sb, float x, float y, float rotation = 0,
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float centerX = 0, float centerY = 0, float scaleX = 1, float scaleY = 1,
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@@ -73,7 +75,7 @@ public class OmegaImage
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{
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var src = PatternRect(pattern);
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var origin = new Vector2(centerX * TileWidth, centerY * TileHeight);
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var pos = new Vector2(x + origin.X * scaleX, y + origin.Y * scaleY);
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var pos = new Vector2(x + origin.X, y + origin.Y);
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var color = new Color(red, green, blue, alpha);
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sb.Draw(Texture, pos, src, color, MathHelper.ToRadians(rotation), origin,
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new Vector2(scaleX, scaleY), SpriteEffects.None, 0);
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