public Decoration(GameTexture decorationSetTexture, int indexNumber, Vector2 drawPos, DecorationInfo di)
     : this(decorationSetTexture, indexNumber, drawPos, di, new Color((float)RandomManager.get().NextDouble()/5f + 0.80f,
                                                                         (float)RandomManager.get().NextDouble() / 5f + 0.80f,
                                                                         (float)RandomManager.get().NextDouble() / 5f + 0.80f))
 {
     // nch
 }
        private Color m_tint; // a tint to put on the decoration

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Create a new decoration
        /// </summary>
        /// <param name="decorationSetTexture">Texture containing this decoration's graphic</param>
        /// <param name="indexNumber">An index into the texture, which finds this decoration's location in it</param>
        /// <param name="drawPos">Where in the area the decoration should be drawn</param>
        /// <param name="di">XML information about properties of the Decoration (load from Content)</param>
        /// <param name="tint">Color tint to apply to the graphic</param>
        public Decoration(GameTexture decorationSetTexture, int indexNumber, Vector2 drawPos, DecorationInfo di, Color tint)
        {
            this.m_texture = decorationSetTexture;
            this.m_drawIndex = indexNumber;
            this.m_drawPosition = drawPos;

            Rectangle bounds = new Rectangle(
                di.collision.X - di.graphic.X + (int)drawPos.X,
                di.collision.Y - di.graphic.Y + (int)drawPos.Y,
                di.collision.Width,
                di.collision.Height);
            this.m_collider = new Collider(this, bounds, ColliderType.Scenery);

            this.m_tint = tint;
        }