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_point.x = x;
_point.y = y;
var csx:Float = 1;
var ssy:Float = 0;
var ssx:Float = 0;
var csy:Float = 1;
var x1:Float = (_origin.x - frame.center.x) * scale.x;
var y1:Float = (_origin.y - frame.center.y) * scale.y;
var x2:Float = x1;
var y2:Float = y1;
// transformation matrix coefficients
var a:Float = csx;
var b:Float = ssx;
var c:Float = ssy;
var d:Float = csy;
var radians:Float = -angle * FlxAngle.TO_RAD;
_sinAngle = Math.sin(radians);
_cosAngle = Math.cos(radians);
_angleChanged = false;
cos = _cosAngle;
sin = _sinAngle;
csx = cos * _scale.x;
ssy = sin * _scale.y;
ssx = sin * _scale.x;
csy = cos * _scale.y;
x2 = x1 * cos + y1 * sin;
y2 = -x1 * sin + y1 * cos;
a = csx;
b = ssx;
c = ssy;
d = csy;
currDrawData[currIndex++] = _point.x - x2;
currDrawData[currIndex++] = _point.y - y2;
currDrawData[currIndex++] = tileID;
currDrawData[currIndex++] = a;
currDrawData[currIndex++] = -b;
currDrawData[currIndex++] = c;
currDrawData[currIndex++] = d;
if (isColored)
{
currDrawData[currIndex++] = _red;
currDrawData[currIndex++] = _green;
currDrawData[currIndex++] = _blue;
}
currDrawData[currIndex++] = alpha;
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