2963 {
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3049 {
3052 {
3054 }
3055 }
3056 float num = (float)(255 -
alpha) / 255
f;
3058 {
3059 case 323:
3060 return Color.White;
3061 case 308:
3062 case 309:
3063 return new Color(225, 200, 250, 190);
3064 case 299:
3065 case 300:
3066 case 301:
3067 case 305:
3068 {
3069 Color
color =
default(Color);
3071 {
3072 default:
3074 break;
3075 case 299:
3077 break;
3078 case 300:
3080 break;
3081 case 301:
3083 break;
3084 case 305:
3086 break;
3087 }
3089 }
3090 default:
3091 {
3093 {
3094 return Color.White *
num;
3095 }
3097 {
3098 return this.color *
num;
3099 }
3101 {
3102 return Color.White;
3103 }
3105 {
3106 return new Color(230, 230, 230, 230);
3107 }
3109 {
3110 return new Color(230, 230, 230, 115);
3111 }
3113 {
3114 return new Color(255, 255, 255, 0);
3115 }
3117 {
3118 return new Color(150, 50, 50, 0);
3119 }
3121 {
3122 return new Color(((Color)(
ref this.color)).R / 2 + 127, ((Color)(
ref this.color)).G + 127, ((Color)(
ref this.color)).B + 127, ((Color)(
ref this.color)).A / 8) * 0.5f;
3123 }
3125 {
3126 return new Color(255, 255, 255, 0);
3127 }
3129 {
3130 return new Color(255, 255, 255, 0);
3131 }
3133 {
3136 }
3138 {
3139 return new Color(255, 255, 255, 0);
3140 }
3142 {
3143 return new Color(250, 250, 250, 150);
3144 }
3146 {
3147 return new Color(200, 200, 200, 0);
3148 }
3150 {
3151 return new Color(255, 255, 255, 0);
3152 }
3154 {
3155 return new Color(200, 200, 200, 0);
3156 }
3158 {
3159 return new Color(255, 255, 255, 0);
3160 }
3162 {
3163 return new Color(250, 250, 250, 50);
3164 }
3166 {
3167 return new Color(250, 250, 250, 0);
3168 }
3170 {
3171 return new Color(200, 200, 200, 100);
3172 }
3174 {
3175 return new Color(200, 200, 200, 0);
3176 }
3178 {
3179 return new Color(200, 200, 200, 0);
3180 }
3182 {
3183 return new Color(50, 0, 0, 0);
3184 }
3186 {
3187 return new Color(250, 250, 250, 150);
3188 }
3190 {
3193 }
3195 {
3196 return new Color(255, 255, 255, 0);
3197 }
3199 {
3200 return new Color(200, 200, 255, 125);
3201 }
3203 {
3205 }
3207 {
3208 return new Color(255, 255, 255, 0);
3209 }
3211 {
3213 }
3215 {
3217 }
3219 {
3221 }
3223 {
3224 Color
result =
default(Color);
3228 }
3230 {
3233 }
3235 {
3238 }
3240 {
3243 }
3245 {
3249 }
3251 {
3254 }
3256 {
3257 return new Color(255, 255, 255, 0);
3258 }
3263 {
3265 float num5 = (float)(
int)Main.mouseTextColor / 100
f - 1.6f;
3272 {
3274 }
3277 {
3279 }
3282 {
3284 }
3286 }
3288 {
3289 Color
result2 =
default(Color);
3292 return result2;
3293 }
3295 {
3297 }
3298 else if (
type == 43)
3299 {
3301 }
3302 else
3303 {
3305 {
3306 return new Color(255, 255, 255, 0);
3307 }
3309 {
3311 }
3313 {
3314 return new Color((
int)((Color)(
ref this.color)).R, (
int)((Color)(
ref this.color)).G, (
int)((Color)(
ref this.color)).B, 0);
3315 }
3317 {
3318 return new Color(200, 200, 200, 0);
3319 }
3321 {
3322 return new Color(200, 200, 200, 200);
3323 }
3324 }
3330 {
3332 }
3334 {
3336 }
3338 }
3339 }
3340 }
bool noGravity
Indicates if a dust should be affected by gravity or not. Not all vanilla dust have logic checking th...
int type
The Dust ID of this dust. The Dust ID will be equal to either a T:Terraria.ID.DustID entry or M:Terra...
int alpha
How transparent to draw this dust. 0 to 255. 255 is completely transparent. Used to fade dust out and...
bool noLight
If true, the dust will not emit light. The specific behavior depends on the dust type,...
float scale
The draw scale of the dust. Many dust rely on scale to determine when it should despawn....
Color color
A tinting to the color this dust is drawn. Works best with sprites with low saturation,...
static ModDust GetDust(int type)
Gets the ModDust instance with the given type. Returns null if no ModDust with the given type exists.
This class represents a type of dust that is added by a mod. Only one instance of this class will eve...