internal spr➂ method_3(spr❯ A_0, bool A_1, VMLFill A_2) { PointF[] tfArray2 = new PointF[] { PointF.Empty, new PointF((float)this.shapeObject_0.CoordSizeWidth, 0f), new PointF((float)this.shapeObject_0.CoordSizeWidth, (float)this.shapeObject_0.CoordSizeHeight), new PointF(0f, (float)this.shapeObject_0.CoordSizeHeight) }; this.method_1(tfArray2, false); RectangleF ef = smethod_6(tfArray2); float x = ef.X; float y = ef.Y; float width = ef.Width; float height = ef.Height; if (this.shapeObject_0.IsTextureRotated) { RectangleF ef2 = this.shapeObject_0.method_47(new RectangleF(0f, 0f, this.sizeF_0.Width, this.sizeF_0.Height)); width = ef2.Width; height = ef2.Height; } RectangleF ef3 = new RectangleF(x, y, width, height); if (!A_2.Tiled) { this.method_6(ref ef3, A_2.Stretch); } else { this.method_4(ref ef3, A_2.Tile, A_0, ef); } x = ef3.X; y = ef3.Y; width = ef3.Width; height = ef3.Height; float num6 = width / ((float)A_0.ᜑ().Width); float num5 = height / ((float)A_0.ᜑ().Height); if (A_1) { if (num6 > num5) { num5 = num6; } else { num6 = num5; } } spr➂ r➂ = new spr➂(); r➂.ᜁ(num6, num5, MatrixOrder.Prepend); double num7 = this.float_2 + this.shapeObject_0.Rotation; if (this.shapeObject_0.IsTextureRotated && (num7 != 0.0)) { x = tfArray2[0].X; y = tfArray2[0].Y; r➂.ᜀ((float)num7, MatrixOrder.Append); } r➂.ᜀ(x, y, MatrixOrder.Append); return(r➂); }