public override void PostDraw(int i, int k, SpriteBatch spriteBatch)
        {
            base.PostDraw(i, k, spriteBatch);

            Tile tile = Main.tile[i, k];

            if (tile.active() && tile.type == mod.TileType("DelayCircuitTile") && tile.frameX == 18 * 2)
            {
                TileEntity tileEntity = default(TileEntity);

                if (TileEntity.ByPosition.TryGetValue(new Point16(i - 2, k), out tileEntity))
                {
                    TEDelayCircuit es       = tileEntity as TEDelayCircuit;
                    Color          lightCol = Lighting.GetColor(i, k);

                    //TODO: why does the spritebatch seem to draw offset 12 tiles to the -x and -y?
                    i += 10;
                    k += 12;

                    Color drawCol    = Microsoft.Xna.Framework.Color.DarkRed;
                    Color mergeColor = lightCol.MultiplyRGBA(drawCol);
                    for (int d = 0; d < es.delay; d++)
                    {
                        if (es.buffer[d])
                        {
                            float   thru  = 1f - (float)d / es.delay;
                            Vector2 start = new Vector2((float)(i * 16 + 16 + (int)(thru * 19)), (float)(k * 16 + 4));
                            Vector2 end   = new Vector2((float)(i * 16 + 16 + (int)(thru * 19)), (float)(k * 16 + 12));
                            Utils.DrawLine(spriteBatch, start, end, mergeColor, mergeColor, 2f);
                        }
                    }
                }
            }
        }
        public override void HitWire(int i, int j)
        {
            Tile tile = Main.tile[i, j];

            if (tile.frameX != 0)
            {
                return;
            }
            int left = i - tile.frameX;
            int top  = j - tile.frameY / 18;

            int index = GetInstance <TEDelayCircuit>().Find(left, top);

            if (index != -1)
            {
                TEDelayCircuit DelayCircuitEnt = (TEDelayCircuit)TileEntity.ByID[index];

                DelayCircuitEnt.justHit = true;
            }
        }