12760 {
12761
12762
12763
12764
12765
12766
12767
12768
12769
12770
12771
12772
12773
12774
12775
12776
12777
12778
12779
12780
12781
12782
12783
12784
12785
12786
12787
12788
12789
12790
12791
12792
12793
12794
12795
12796
12797
12798
12799
12800
12801
12802
12803
12804
12805
12806
12807
12808
12809
12810
12811
12812
12813
12814
12815
12816
12817
12818
12819
12820
12821
12822
12823
12824
12825
12826
12827
12828
12829
12830
12831
12832
12833
12834
12835
12836
12837
12838
12839
12840
12841
12842
12843
12844
12845
12846
12847
12848
12849
12850
12851
12852
12853
12854
12855
12856
12857
12858
12859
12860
12861
12862
12863
12864
12865
12866
12867
12868
12869
12870
12871
12872
12873
12874
12875
12876
12877
12878
12879
12880
12881
12882
12883
12884
12885
12886
12887
12888
12889
12890
12891
12892
12893
12894
12895
12896
12897
12898
12899
12900
12901
12902 switch (Style)
12903 {
12904 case 0:
12905 {
12907 int num12 = effectRect.Width * effectRect.Height / 5;
12910 {
12914 {
12916 }
12918 {
12920 }
12921 }
12922 break;
12923 }
12924 case 1:
12925 {
12927 int num2 = effectRect.Width * effectRect.Height / 5;
12930 {
12932 Main.dust[
num4].scale = (float)
rand.Next(20, 70) * 0.01f;
12934 {
12936 }
12938 {
12940 }
12941 }
12942 break;
12943 }
12944 case 2:
12945 {
12948 {
12950 obj9.velocity *= 0.5f;
12951 }
12952 break;
12953 }
12954 case 3:
12955 {
12959 {
12962 for (
int m = 0;
m < 5;
m++)
12963 {
12964 if (
rand.Next(3) == 0)
12965 {
12967 obj4.velocity *= 0.75f;
12968 }
12969 }
12970 if (
rand.Next(3) == 0)
12971 {
12973 obj5.velocity *= 2
f;
12975 }
12976 if (
rand.Next(3) == 0)
12977 {
12979 obj6.velocity *= 2
f;
12981 }
12982 if (
rand.Next(2) == 0)
12983 {
12984 Main.dust[
num17].fadeIn = (float)
rand.Next(75, 100) * 0.01f;
12986 }
12988 }
12989 break;
12990 }
12991 case 4:
12992 {
12994 int num9 = effectRect.Width * effectRect.Height / 5;
12997 {
13000 obj10.noLight = true;
13001 obj10.noGravity = true;
13002 obj10.scale = 1.2f;
13003 obj10.fadeIn = 0.4f;
13005 }
13006 break;
13007 }
13008 case 5:
13009 {
13013 {
13015 obj8.velocity.Y *= 0
f;
13016 obj8.velocity.Y -= 3.5f;
13017 obj8.velocity.X *= 1.5f;
13018 obj8.scale = 0.8f;
13019 obj8.alpha = 130;
13020 obj8.noGravity = true;
13021 obj8.fadeIn = 1.2f;
13022 }
13024 break;
13025 }
13026 case 7:
13027 {
13031 {
13033 obj11.velocity.Y *= 0
f;
13034 obj11.velocity.Y -= 3.5f;
13035 obj11.velocity.X *= 1.5f;
13036 obj11.scale = 0.8f;
13037 obj11.alpha = 130;
13038 obj11.noGravity = true;
13039 obj11.fadeIn = 1.2f;
13040 }
13042 break;
13043 }
13044 case 9:
13045 {
13049 {
13051 }
13053 break;
13054 }
13055 case 10:
13056 {
13061 {
13062 float fadeIn = 0.4f +
rand.NextFloat();
13063 float scale = 0.4f +
rand.NextFloat();
13066 dust.scale = (float)
rand.Next(20, 70) * 0.01f;
13068 {
13069 dust.scale += 0.25f;
13070 }
13072 {
13073 dust.scale += 0.25f;
13074 }
13075 if ((
float)
n < (float)
num18 * 0.8
f)
13076 {
13077 dust.velocity +=
vector * 0.1f *
rand.NextFloat();
13078 }
13079 dust.noGravity = true;
13080 dust.noLight = true;
13081 dust.scale = scale;
13082 dust.fadeIn = fadeIn;
13083 if (
dust.dustIndex != 6000)
13084 {
13086 obj7.scale *= 0.65f;
13087 obj7.fadeIn *= 0.65f;
13088 obj7.color =
new Color(255, 255, 255, 255);
13089 }
13090 }
13092 break;
13093 }
13094 case 11:
13095 {
13096 for (
int k = 0;
k < 50;
k++)
13097 {
13099 Color color = Color.Green;
13101 {
13102 case 0:
13103 case 1:
13105 break;
13106 case 2:
13107 color = Color.Yellow;
13108 break;
13109 case 3:
13110 color = Color.White;
13111 break;
13112 }
13114 obj3.noGravity = true;
13115 obj3.color = color;
13116 obj3.velocity *= 2
f;
13117 obj3.scale = 0.8f +
rand.NextFloat() * 0.6f;
13118 obj3.fadeIn = 0.5f;
13119 }
13120 break;
13121 }
13122 case 13:
13123 {
13125 for (int i = 0; i < 21; i++)
13126 {
13127 int num = Dust.NewDust(
rand.NextVector2FromRectangle(
effectRect), 2, 2, 27, 0
f, 0
f, 100,
default(Color),
rand.Next(1, 3));
13129 obj.velocity *= 1.75f;
13130 if (i % 3 == 0)
13131 {
13133 obj2.velocity *= 1.5f;
13134 }
13135 Main.dust[
num].noLightEmittence =
true;
13136 Main.dust[
num].noGravity =
true;
13137 }
13138 break;
13139 }
13140 case 6:
13141 case 8:
13142 case 12:
13143 break;
13144 }
13145 }
static SlotId PlaySound(in SoundStyle? style, Vector2? position=null, SoundUpdateCallback? updateCallback=null)
Attempts to play a sound style with the provided sound style (if it's not null), and returns a valid ...
static Color GetPortalColor(int colorIndex)
static void SpawnInWorldDust(int tileStyle, Rectangle dustBox)
static readonly SoundStyle Item6
static readonly SoundStyle Item8
static Color hslToRgb(Vector3 hslVector)
static UnifiedRandom rand