4549 {
4552 {
4553 case 9:
4554 {
4559 {
4560 mountedPlayer.direction = -1;
4562 }
4563 else if (
num3 < -90f)
4564 {
4565 mountedPlayer.direction = -1;
4567 }
4568 else
4569 {
4570 mountedPlayer.direction = 1;
4571 }
4573 {
4575 }
4576 else
4577 {
4579 }
4581 {
4582 if ((
double)
num3 < 22.5)
4583 {
4585 }
4586 else if ((
double)
num3 < 67.5)
4587 {
4589 }
4590 else if ((
double)
num3 < 112.5)
4591 {
4593 }
4594 }
4595 else if ((
double)
num3 > -22.5)
4596 {
4598 }
4599 else if ((
double)
num3 > -67.5)
4600 {
4602 }
4603 else if ((
double)
num3 > -112.5)
4604 {
4606 }
4609 {
4611 vector.X = mountedPlayer.position.X + (float)(
mountedPlayer.width / 2);
4612 vector.Y = mountedPlayer.position.Y + (float)
mountedPlayer.height;
4615 for (
int i = 0;
i < 2;
i++)
4616 {
4619 {
4621 }
4622 else
4623 {
4625 }
4627 }
4628 }
4630 {
4631 return mountedPlayer.direction != direction;
4632 }
4633 return true;
4634 }
4635 case 46:
4636 {
4641 {
4642 mountedPlayer.direction = -1;
4644 }
4645 else if (
num3 < -90f)
4646 {
4647 mountedPlayer.direction = -1;
4649 }
4650 else
4651 {
4652 mountedPlayer.direction = 1;
4653 }
4655 {
4657 }
4658 else
4659 {
4661 }
4664 {
4666 vector3.X = mountedPlayer.position.X + (float)(
mountedPlayer.width / 2);
4667 vector3.Y = mountedPlayer.position.Y + (float)
mountedPlayer.height;
4668 for (
int j = 0;
j < 2;
j++)
4669 {
4671 Lighting.AddLight((
int)(
vector4.X / 16f), (
int)(
vector4.Y / 16f), 0.7f, 0.4f, 0.4f);
4672 }
4673 }
4675 {
4676 return mountedPlayer.direction != direction;
4677 }
4678 return true;
4679 }
4680 case 8:
4681 {
4684 float num = v.ToRotation();
4685 if (num < 0f)
4686 {
4687 num += (float)
Math.
PI * 2f;
4688 }
4689 drillMountData.diodeRotationTarget = num;
4690 float num2 = drillMountData.diodeRotation % ((float)
Math.
PI * 2f);
4692 {
4694 }
4696 {
4698 {
4700 }
4701 }
4703 {
4705 }
4706 drillMountData.diodeRotation =
num2;
4708 return true;
4709 }
4710 default:
4711 return false;
4712 }
4713 }
static float ToDegrees(float radians)
static Vector2[] scutlixEyePositions
object _mountSpecificData
Vector2 ClampToDeadZone(Player mountedPlayer, Vector2 position)