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float ox = x * (float)Geometry.MapHexWidth;
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float oy = y * (float)Geometry.MapHexHeight;
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xcoord = (oy - ox) - proto.OffsetX;
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ycoord = ((cy + (cx / 2)) * Geometry.MapHexLineHeight) - proto.OffsetY;
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if (!(y == 0 && x == 0))
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{
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	if (x % 2 == 1)
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	{
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		ycoord -= 6;
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		ycoord -= Geometry.MapHexLineHeight/2;
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	}
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	if (x > 1)
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	{
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		xcoord += (x/2)*Geometry.MapHexHeight;
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	}
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}
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// Offset when drawing stuff... this is probably wrong...
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xcoord -= (Bitmaps[scenery].Width)
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ycoord -= (Bitmaps[scenery].Height)