91882 {
91883
91884
91885
91886
91887
91888
91889
91890
91891
91892
91893
91894
91895
91896
91897
91898
91899
91900
91901
91902
91903
91904
91905
91906
91907
91908
91909
91910
91911
91912
91913
91914
91915
91916
91917
91918
91919
91920
91921
91922
91923
91924
91925
91926
91927
91928
91929
91930
91931
91932
91933
91934
91935
91936
91937
91938
91939
91940
91941
91942
91943
91944
91945
91946
91947
91948
91949
91950
91951
91952
91953
91954
91955
91956
91957
91958
91959
91960
91961
91962
91963
91964
91965
91966
91967
91968
91969
91970
91971
91972
91973
91974
91975
91976
91977
91978
91979
91980
91981
91982
91983
91984
91985
91986
91987
91988
91989
91990
91991
91992
91993
91994
91995
91996
91997
91998
91999
92000
92001
92002
92003
92004
92005
92006
92007
92008
92009
92010
92011
92012
92013
92014
92015
92016
92017
92018
92019
92020
92021
92022
92023
92024
92025
92026
92027
92028
92029
92030
92031
92032
92033
92034
92035
92036
92037
92038
92039
92040
92041
92042
92043
92044
92045
92046
92047
92048
92049
92050
92051
92052
92053
92054
92055
92056
92057
92058
92059
92060
92061
92062
92063
92064
92065
92066
92067
92068
92069
92070
92071
92072
92073
92074
92075
92076
92077
92078
92079
92080
92081
92082
92083
92084
92085
92086
92087
92088
92089
92090
92091
92092
92093
92094
92095
92096
92097
92098
92099
92100
92101
92102
92103
92104
92105
92106
92107
92108
92109
92110
92111
92112
92113
92114
92115
92116
92117
92118
92119
92120
92121
92122
92123
92124
92125
92126
92127
92128
92129
92130
92131
92132
92133
92134
92135
92136
92137
92138
92139
92140
92141
92142
92143
92144
92145
92146
92147
92148
92149
92150
92151
92152
92153
92154
92155
92156
92157
92158
92159
92160
92161
92162
92163
92164
92165
92166
92167
92168
92169
92170
92171
92172
92173
92174
92175
92176
92177
92178
92179
92182 {
92183 return val.GetValueOrDefault();
92184 }
92186 {
92188 }
92189 if (
type == 47 && Main.player[
owner].wet)
92190 {
92191 return Color.White;
92192 }
92194 {
92196 }
92198 {
92200 }
92202 {
92207 {
92210 }
92211 }
92213 {
92214 return Color.White;
92215 }
92217 {
92218 return Color.White;
92219 }
92221 {
92222 return Color.White;
92223 }
92225 {
92227 }
92232 {
92236 {
92238 }
92240 {
92242 }
92244 {
92246 }
92248 }
92250 {
92251 return Color.White *
Opacity;
92252 }
92254 {
92256 }
92258 {
92260 }
92262 {
92263 return new Color(255, 255, 255, (
int)Utils.WrappedLerp(0
f, 255
f, (
float)(
timeLeft % 40) / 40
f));
92264 }
92266 {
92268 {
92269 return Color.Transparent;
92270 }
92271 return new Color(255, 255, 255, 200);
92272 }
92274 {
92275 return Color.Lerp(
newColor, Color.White, 0.75f);
92276 }
92278 {
92280 {
92281 Color value = default(Color);
92283 float amount = (float)
Math.Sin(
ai[0] % 120
f * ((
float)Math.PI * 2
f) / 120
f) * 0.5f + 0.5f;
92285 return Color.Lerp(
newColor, Color.Lerp(Color.White, value, amount), 0.75f);
92286 }
92287 return Color.Lerp(
newColor, Color.White, 0.75f);
92288 }
92290 {
92291 return Color.White;
92292 }
92294 {
92295 return Color.White *
Opacity;
92296 }
92298 {
92299 return Color.Lerp(
newColor, Color.Black, 0.25f);
92300 }
92302 {
92303 return Color.White *
Opacity;
92304 }
92306 {
92307 return new Color(255, 255, 255, 150);
92308 }
92310 {
92311 return Color.Lerp(
newColor, Color.White, 0.25f);
92312 }
92314 {
92315 Point point =
base.Center.ToTileCoordinates();
92316 if (
WorldGen.InWorld(point.X, point.Y) && !
WorldGen.SolidTile(point.X, point.Y))
92317 {
92318 return Color.Lerp(
newColor, Color.White, 0.15f);
92319 }
92320 return Color.Lerp(
newColor, Color.White, 0.05f);
92321 }
92323 {
92324 return Color.Lerp(
newColor, Color.White, 0.75f);
92325 }
92327 {
92328 r = (int)((
double)(int)((Color)(
ref newColor)).R * 1.5);
92329 g = (int)((
double)(int)((Color)(
ref newColor)).G * 1.5);
92330 b = (int)((
double)(int)((Color)(
ref newColor)).B * 1.5);
92332 {
92334 }
92336 {
92338 }
92340 {
92342 }
92343 }
92344 else
92345 {
92347 {
92348 return Color.White;
92349 }
92351 {
92353 }
92355 {
92357 }
92359 {
92361 }
92363 {
92365 }
92367 {
92368 return new Color(255, 255, 255, 200);
92369 }
92371 {
92373 }
92375 {
92377 }
92379 {
92380 return new Color(255, 255, 255, 200);
92381 }
92383 {
92385 }
92387 {
92388 return new Color(255, 255, 255, 127);
92389 }
92391 {
92392 return new Color(255, 255, 255, 127) *
Opacity;
92393 }
92395 {
92397 }
92399 {
92400 return new Color(200, 200, 200, 200);
92401 }
92403 {
92405 }
92407 {
92411 }
92413 {
92418 }
92420 {
92426 }
92428 {
92430 }
92432 {
92433 return Color.White;
92434 }
92436 {
92438 {
92441 }
92443 }
92445 {
92446 return new Color(255, 200, 255, 200);
92447 }
92449 {
92450 return new Color(255, 255, 200, 200);
92451 }
92453 {
92455 }
92457 {
92458 return new Color(255, 100, 20, 200);
92459 }
92461 {
92463 }
92465 {
92467 return new Color((
int)(200
f *
num6), (
int)(200
f *
num6), (
int)(200
f *
num6), (
int)(100
f *
num6));
92468 }
92470 {
92471 Color color = Color.Lerp(
newColor, Color.White, 0.85f);
92472 ((Color)(
ref color)).A = 128;
92473 return color * (1
f - (float)
alpha / 255
f);
92474 }
92476 {
92478 }
92480 {
92482 }
92484 {
92486 }
92488 {
92489 return new Color(255, 255, 255, 255);
92490 }
92492 {
92493 return new Color(255, 255, 255, 255);
92494 }
92496 {
92497 return new Color(255, 255, 255, 200);
92498 }
92500 {
92501 return new Color(255, 255, 255, 255);
92502 }
92504 {
92506 {
92507 return new Color(255, 255, 255, 200);
92508 }
92509 return new Color(0, 0, 0, 0);
92510 }
92512 {
92513 return new Color(255, 255, 255, 255);
92514 }
92516 {
92517 return new Color(255, 255, 255, 0);
92518 }
92520 {
92521 return new Color(255, 255, 255, 0) *
Opacity;
92522 }
92524 {
92525 return new Color(255, 255, 255, 0);
92526 }
92528 {
92529 return new Color(200, 200, 200, 0);
92530 }
92532 {
92533 return new Color(200, 200, 200, 25);
92534 }
92536 {
92537 return new Color(255, 255, 255, 0) * (1
f - (float)
alpha / 255
f);
92538 }
92540 {
92542 Color
value2 = Color.Lerp(Color.Purple, Color.White, 0.33f);
92545 }
92547 {
92548 return new Color(255, 255, 255, 255) * (1
f - (float)
alpha / 255
f);
92549 }
92551 {
92552 return new Color(255, 255, 255, 127) * (1
f - (float)
alpha / 255
f);
92553 }
92555 {
92556 return new Color(255, 255, 255, 127) *
Opacity;
92557 }
92559 {
92560 return new Color(255, 255, 255, 255) *
Opacity;
92561 }
92563 {
92566 }
92568 {
92569 return new Color(255, 255, 255, 200) * ((255
f - (float)
alpha) / 255
f);
92570 }
92572 {
92573 return new Color(255, 255, 255, 200) * ((255
f - (float)
alpha) / 255
f);
92574 }
92576 {
92577 return new Color(255, 255, 255, 255) * (1
f - (float)
alpha / 255
f);
92578 }
92580 {
92581 return new Color(255, 255, 255, 255) * ((255
f - (float)
alpha) / 255
f);
92582 }
92584 {
92585 return new Color(200, 200, 200, 255 -
alpha);
92586 }
92588 {
92589 return new Color(255, 255, 255, 200);
92590 }
92592 {
92593 return new Color(255, 255, 255, 200);
92594 }
92596 {
92597 return Color.Lerp(
newColor, Color.White, 0.8f) * (1
f - (float)
alpha / 255
f);
92598 }
92600 {
92601 return Color.Lerp(
newColor, Color.White, 0.4f) * (1
f - (float)
alpha / 255
f);
92602 }
92604 {
92605 return Color.Lerp(
newColor, Color.White, 0.8f) * (1
f - (float)
alpha / 255
f);
92606 }
92608 {
92609 return new Color(255, 255, 255, 128) * (1
f - (float)
alpha / 255
f);
92610 }
92612 {
92616 }
92617 else
92618 {
92620 {
92622 }
92624 {
92625 return new Color(255, 255, 255, 128) * (1
f - (float)
alpha / 255
f);
92626 }
92628 {
92630 }
92632 {
92633 return new Color(255, 255, 255, 128) * (1
f - (float)
alpha / 255
f);
92634 }
92636 {
92637 return new Color(255, 255, 255, 128) * (1
f - (float)
alpha / 255
f);
92638 }
92640 {
92641 return new Color(255, 255, 255, 0) * (1
f - (float)
alpha / 255
f);
92642 }
92644 {
92645 return new Color(255, 255, 255, 255) *
Opacity;
92646 }
92648 {
92649 return new Color(255, 255, 255, 128) * (1
f - (float)
alpha / 255
f);
92650 }
92652 {
92656 }
92658 {
92661 }
92663 {
92666 }
92668 {
92671 }
92673 {
92674 return new Color(250, 250, 250, 200);
92675 }
92677 {
92678 return new Color(200, 200, 200,
alpha);
92679 }
92681 {
92682 return new Color(250, 250, 250, 150);
92683 }
92685 {
92688 {
92690 }
92692 {
92694 }
92696 {
92698 }
92700 }
92702 {
92703 return new Color(250, 250, 250, 255 -
alpha);
92704 }
92706 {
92708 return new Color((
int)(250
f *
num7), (
int)(250
f *
num7), (
int)(250
f *
num7), (
int)(100
f *
num7));
92709 }
92711 {
92712 return new Color(255, 255, 255, 255);
92713 }
92715 {
92716 return new Color(200, 200, 200, 50);
92717 }
92719 {
92720 return Color.Transparent;
92721 }
92723 {
92724 return Color.Transparent;
92725 }
92727 {
92728 return new Color(255, 255, 255, 255);
92729 }
92731 {
92732 return new Color(255, 255, 255, 0);
92733 }
92735 {
92736 return new Color(200, 200, 200, 0);
92737 }
92739 {
92740 return new Color(255, 255, 255, 0);
92741 }
92743 {
92744 return new Color(200, 200, 255, 125);
92745 }
92747 {
92749 {
92750 return new Color(255, 255, 255, (
int)(
byte)
timeLeft);
92751 }
92752 return new Color(255, 255, 255, 255);
92753 }
92755 {
92757 {
92759 byte a3 = (byte)(100
f * ((
float)(int)
b3 / 255
f));
92760 return new Color((
int)
b3, (
int)
b3, (
int)
b3, (
int)
a3);
92761 }
92762 return new Color(255, 255, 255, 100);
92763 }
92765 {
92766 return new Color(255, 255, 255, 0);
92767 }
92769 {
92770 return new Color(250, 250, 250, 50);
92771 }
92773 {
92775 {
92777 }
92778 return new Color(250, 250, 250, 50);
92779 }
92781 {
92783 }
92785 {
92787 }
92789 {
92791 {
92792 return new Color(255, 255, 255,
alpha);
92793 }
92795 {
92796 return Color.Transparent;
92797 }
92800 }
92802 {
92804 {
92807 }
92809 }
92811 {
92813 {
92814 return Color.Transparent;
92815 }
92816 return new Color(255, 255, 255, 0);
92817 }
92819 {
92821 {
92822 return Color.Transparent;
92823 }
92825 }
92827 {
92829 {
92830 return Color.Transparent;
92831 }
92833 }
92835 {
92837 }
92839 {
92840 return Color.Transparent;
92841 }
92843 {
92847 return new Color(
r,
g,
b, 0);
92848 }
92850 {
92852 }
92854 {
92855 return new Color(255, 255, 255, 0);
92856 }
92858 {
92859 return new Color(255, 255, 255, 50);
92860 }
92862 {
92863 return new Color(255, 255, 255, 200);
92864 }
92866 {
92868 {
92869 return new Color(255, 255, 255, 0);
92870 }
92871 return new Color(0, 0, 0, 0);
92872 }
92874 {
92878 }
92879 else
92880 {
92882 {
92884 {
92885 return new Color(255, 255, 255, 100);
92886 }
92887 return Color.Transparent;
92888 }
92890 {
92891 return new Color(255, 255, 255, 100) *
Opacity;
92892 }
92894 {
92895 return new Color(150, 255, 255, 0) *
Opacity;
92896 }
92898 {
92902 }
92903 else
92904 {
92906 {
92907 return new Color(255, 255, 255, 175);
92908 }
92910 {
92911 return new Color(255, 255, 255, 200);
92912 }
92914 {
92918 float num9 = (float)(
int)Main.mouseTextColor / 200
f - 0.3f;
92919 r = (int)((
float)
r *
num9);
92920 g = (int)((
float)
g *
num9);
92921 b = (int)((
float)
b *
num9);
92924 {
92926 }
92929 {
92931 }
92934 {
92936 }
92937 return new Color(
r,
g,
b, 200);
92938 }
92940 {
92941 r = (
g = (
b = 255));
92942 float num10 = (float)(
int)Main.mouseTextColor / 100
f - 1.6f;
92949 {
92951 }
92954 {
92956 }
92959 {
92961 }
92962 return new Color(
r,
g,
b,
a4);
92963 }
92965 {
92967 {
92968 return new Color(255, 255, 255,
alpha);
92969 }
92971 {
92972 return Color.Transparent;
92973 }
92976 }
92978 {
92980 {
92982 }
92983 return Color.Transparent;
92984 }
92986 {
92987 return Color.White;
92988 }
92990 {
92994 return default(Color);
92995 }
92997 {
93001 }
93002 else
93003 {
93005 {
93006 return new Color(255, 255, 255, 50);
93007 }
93009 {
93013 }
93015 {
93017 }
93018 }
93019 }
93020 }
93021 }
93022 }
93029 {
93031 }
93033 {
93035 }
93036 return new Color(
r,
g,
b,
num3);
93037 }
static Color GetPortalColor(int colorIndex)
static ? Color GetAlpha(Projectile projectile, Color lightColor)
This serves as the central class from which projectile-related functions are carried out....
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
int aiStyle
Selects which vanilla code to use for the AI method. Vanilla projectile AI styles are enumerated in t...
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
int alpha
How transparent to draw this projectile. 0 to 255. 255 is completely transparent. ExampleBulletsets...
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T:Terraria....
int frame
The frame number in the spritesheet that this projectile will be drawn with. Assign in M:Terraria....
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
int timeLeft
Time in ticks before this projectile will naturally despawn. Each update timeLeft is decreased by 1...