public override void vmethod_0(spr⚢ A_0) { if (A_0.ᜒ().ᜑ() >= 0.1f) { this.method_12(A_0); PointF point = new PointF(A_0.ᜏ(), A_0.()); if (sprⓚ.ᜀ(A_0.(), sprⓚ.ទ)) { spr⡅ r⡅ = new spr⡅(A_0.()); using (Brush brush = spr⏓.ᜀ(r⡅)) { using (Font font2 = sprḊ.ᜀ(A_0.ᜒ(), this.spr⇄_0)) { this.graphics_0.DrawString(A_0.᜕(), font2, brush, point, stringFormat_0); } } } if (sprⓚ.ᜀ(A_0.ᜎ(), sprⓚ.ទ)) { GraphicsPath path = new GraphicsPath(); using (Font font = sprḊ.ᜀ(A_0.ᜒ(), this.spr⇄_0)) { path.AddString(A_0.᜕(), font.FontFamily, (int)font.Style, A_0.ᜒ().ᜑ(), point, stringFormat_0); } spr⚪ r⚪ = new spr⚪(A_0.ᜎ()); using (Pen pen = spr➮.ᜀ(r⚪)) { this.graphics_0.DrawPath(pen, path); } } this.method_13(A_0); } }
private void method_7(bool A_0) { int num6 = A_0 ? 0 : this.shapeObject_0.CoordOriginX; int num9 = A_0 ? 0 : this.shapeObject_0.CoordOriginY; int coordSizeWidth = this.shapeObject_0.CoordSizeWidth; int coordSizeHeight = this.shapeObject_0.CoordSizeHeight; float num8 = coordSizeWidth * 0.5f; float num4 = coordSizeHeight * 0.5f; float num3 = this.sizeF_0.Width / ((float)coordSizeWidth); float num2 = this.sizeF_0.Height / ((float)coordSizeHeight); float rotation = (float)this.shapeObject_0.Rotation; if ((this.int_0 != 0) || (this.int_1 != 0)) { if (num3 > num2) { this.limoStretchType_0 = LimoStretchType.AlongX; this.float_3 = coordSizeWidth * ((num3 / num2) - 1f); num8 += this.float_3 * 0.5f; } else { this.limoStretchType_0 = LimoStretchType.AlongY; this.float_3 = coordSizeHeight * ((num2 / num3) - 1f); num4 += this.float_3 * 0.5f; } float num5 = Math.Min(num3, num2); num3 = num5; num2 = num5; } this.method_8(num3, num2, num8, num4, (float)num6, (float)num9); this.spr➂_1 = new spr➂(); this.spr➂_1.ᜀ((float)-num6, (float)-num9, MatrixOrder.Append); this.spr➂_1.ᜀ(-num8, -num4, MatrixOrder.Append); num3 *= this.float_0; num2 *= this.float_1; this.spr➂_2 = this.spr➂_1.ᜎ(); this.spr➂_1.ᜁ(num3, num2, MatrixOrder.Append); this.spr➂_2.ᜁ(num3, num2, MatrixOrder.Append); this.spr➂_1.ᜀ(rotation, MatrixOrder.Append); smethod_7(this.shapeObject_0, this.spr➂_1); this.spr➂_1.ᜀ(this.float_2, MatrixOrder.Append); this.spr➂_1.ᜀ(num8 * num3, num4 * num2, MatrixOrder.Append); this.spr➂_2.ᜀ(num8 * num3, num4 * num2, MatrixOrder.Append); }