5343 {
5344 if (Main.netMode == 2)
5345 {
5346 return;
5347 }
5349 {
5350 for (
int i = 0;
i < 100;
i++)
5351 {
5353 Dust dust = Dust.NewDustDirect(
new Vector2(
mountedPlayer.position.X - 20f,
mountedPlayer.position.Y),
mountedPlayer.width + 40,
mountedPlayer.height, 267, 0f, 0f, 60,
new Color(130, 60, 255, 70));
5354 dust.scale += (float)Main.rand.Next(-10, 21) * 0.01f;
5355 dust.noGravity = true;
5356 dust.velocity += mountedPlayer.velocity * 0.8f;
5357 dust.velocity *= Main.rand.NextFloat();
5358 dust.velocity.Y += 2f * Main.rand.NextFloatDirection();
5359 dust.noLight = true;
5360 if (Main.rand.Next(3) == 0)
5361 {
5362 Dust
dust2 = Dust.CloneDust(dust);
5364 dust2.scale *= 0.5f;
5365 dust2.alpha = 0;
5366 }
5367 }
5368 return;
5369 }
5372 {
5374 }
5375 for (
int j = 0;
j < 100;
j++)
5376 {
5378 {
5380 {
5381 int type = Main.rand.Next(61, 64);
5383 Main.gore[num].alpha = 100;
5385 }
5386 continue;
5387 }
5389 float scale = 1f;
5390 int alpha = 0;
5392 {
5393 type2 = ((Main.rand.Next(2) != 0) ? 16 : 31);
5394 scale = 0.9f;
5395 alpha = 50;
5397 {
5399 }
5401 {
5403 }
5404 }
5406 Main.dust[
num2].scale += (float)Main.rand.Next(-10, 21) * 0.01f;
5408 {
5409 Main.dust[
num2].noGravity =
true;
5410 }
5411 else if (Main.rand.Next(2) == 0)
5412 {
5413 Main.dust[
num2].scale *= 1.3f;
5414 Main.dust[
num2].noGravity =
true;
5415 }
5416 else
5417 {
5418 Main.dust[
num2].velocity *= 0.5f;
5419 }
5420 Main.dust[
num2].velocity += mountedPlayer.velocity * 0.8f;
5422 {
5423 Main.dust[
num2].velocity *= Main.rand.NextFloat();
5424 }
5425 }
5427 {
5428 for (
int k = 0;
k < 5;
k++)
5429 {
5430 int type3 = Main.rand.Next(61, 64);
5431 if (
_type == 41 || (
_type == 40 && Main.rand.Next(2) == 0))
5432 {
5433 type3 = Main.rand.Next(11, 14);
5434 }
5436 Main.gore[
num3].alpha = 100;
5438 }
5439 }
5441 {
5442 for (
int l = 0;
l < 4;
l++)
5443 {
5444 int type4 = Main.rand.Next(61, 64);
5446 Main.gore[
num4].alpha = 100;
5448 }
5449 }
5450 }
static Matrix CreateRotationZ(float radians)
static Vector2 Transform(Vector2 position, Matrix matrix)