32775 {
32776
32777
32778
32779
32780
32781
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32790
32791
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32808
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32810
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32840
32841
32842
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32849
32850
32851
32852
32853
32854
32855
32856
32857
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32860
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32862
32863
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32870
32871
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32874
32875
32876
32877
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32900
32901
32902
32903
32904
32905
32909 float num = proj.scale * 1.1f;
32910 SpriteEffects effects = (SpriteEffects)((!(
proj.ai[0] >= 0
f)) ? 2 : 0);
32911 float num6 = 0.975f;
32912 Color
color5 = Lighting.GetColor(
proj.Center.ToTileCoordinates());
32917 _ = proj.Size / 2
f;
32920 {
32921 if (!(
proj.oldPos[(
int)
num9] == Vector2.Zero))
32922 {
32923 Vector2
val2 = proj.Center - proj.velocity * 0.5f *
num9;
32928 float amount = proj.Opacity *
proj.Opacity;
32929 Color color = Color.Lerp(
new Color(40, 20, 60, 120),
new Color(80, 160, 50, 120), amount);
32931 Color
color2 = Color.Lerp(
new Color(80, 40, 180),
new Color(155, 255, 100), amount);
32939 {
32940 float num3 = Utils.Remap(
num2, (
float)Math.PI * -2
f, 0
f, 0
f, 0.5f);
32942 spriteBatch.Draw(
asset.Value, position, (Rectangle?)
rectangle, Color.Lerp(
new Color(80, 30, 160),
new Color(200, 255, 0), amount) *
fromValue *
num12 *
num3,
num10 +
num2, origin,
num * 0.8
f, effects, 0
f);
32943 spriteBatch.Draw(
asset.Value, position, (Rectangle?)
rectangle,
color2 *
fromValue *
num12 *
MathHelper.Lerp(0.05
f, 0.4
f,
fromValue) *
num3,
num10 +
num2, origin,
num *
num6, effects, 0
f);
32944 spriteBatch.Draw(
asset.Value, position, (Rectangle?)
asset.Frame(1, 4, 0, 3), Color.White *
MathHelper.Lerp(0.05
f, 0.5
f,
fromValue) *
num12 *
num3,
num10 +
num2, origin,
num, effects, 0
f);
32945 }
32947 spriteBatch.Draw(
asset.Value, position, (Rectangle?)
rectangle, Color.Lerp(
new Color(80, 30, 160),
new Color(200, 255, 0), amount) *
num7 *
num12,
num10, origin,
num * 0.8
f, effects, 0
f);
32948 spriteBatch.Draw(
asset.Value, position, (Rectangle?)
rectangle,
color2 *
fromValue *
num12 *
MathHelper.Lerp(0.05
f, 0.4
f,
num7),
num10, origin,
num *
num6, effects, 0
f);
32949 spriteBatch.Draw(
asset.Value, position, (Rectangle?)
asset.Frame(1, 4, 0, 3), Color.White *
MathHelper.Lerp(0.05
f, 0.5
f,
num7) *
num12,
num10, origin,
num, effects, 0
f);
32950 }
32951 }
32954 {
32956 }
32959 DrawPrettyStarSparkle(
proj.Opacity, (SpriteEffects)0,
drawpos,
new Color(255, 255, 255, 0) *
proj.Opacity * 0.5f *
num5,
new Color(150, 255, 100) *
num5,
proj.Opacity, 0
f, 1
f, 1
f, 2
f, (
float)
Math.PI / 4
f,
new Vector2(2
f, 2
f), Vector2.One);
32960 }
static Asset< Texture2D >[] Projectile
static SpriteBatch spriteBatch
static Vector2 screenPosition
The position of the top left corner of the screen in world coordinates. Modify in M:Terraria....
static void DrawPrettyStarSparkle(float opacity, SpriteEffects dir, Vector2 drawpos, Color drawColor, Color shineColor, float flareCounter, float fadeInStart, float fadeInEnd, float fadeOutStart, float fadeOutEnd, float rotation, Vector2 scale, Vector2 fatness)