24 drawinfo.Position.Y +=
drawinfo.torsoOffset;
25 drawinfo.ItemLocation.Y +=
drawinfo.torsoOffset;
30 drawinfo.Position.Y -=
drawinfo.torsoOffset;
31 drawinfo.ItemLocation.Y -=
drawinfo.torsoOffset;
36 drawinfo.Position.Y += (int)
drawinfo.mountOffSet / 2;
41 drawinfo.Position.Y -= (int)
drawinfo.mountOffSet / 2;
54 if (
drawinfo.armGlowColor.PackedValue == 0)
66 for (
int j = 0;
j < 2;
j++)
81 if (
drawinfo.bodyGlowColor.PackedValue == 0)
89 item.sourceRect =
value;
93 for (
int i = 0; i < 2; i++)
96 item.position = position +
vector;
120 ulong
seed = (ulong)(
drawinfo.drawPlayer.miscCounter / 4);
122 for (
int k = 0;
k < num;
k++)
129 item4.sourceRect =
value3;
130 item4.position.X +=
num2;
131 item4.position.Y +=
num3;
146 item.shader =
drawinfo.hairDyePacked;
152 item.shader =
drawinfo.hairDyePacked;
160 if (
drawinfo.drawPlayer.mount.Active)
171 if (
drawinfo.drawPlayer.carpetFrame >= 0)
175 if (
drawinfo.drawPlayer.gravDir == -1f)
179 DrawData item =
new DrawData(
TextureAssets.
FlyingCarpet.Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)(
drawinfo.drawPlayer.height / 2) + 28f *
drawinfo.drawPlayer.gravDir + num)),
new Rectangle(0,
TextureAssets.
FlyingCarpet.Height() / 6 *
drawinfo.drawPlayer.carpetFrame,
TextureAssets.
FlyingCarpet.Width(),
TextureAssets.
FlyingCarpet.Height() / 6), colorArmorLegs,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
FlyingCarpet.Width() / 2,
TextureAssets.
FlyingCarpet.Height() / 8), 1f,
drawinfo.playerEffect);
187 if (
drawinfo.drawPlayer.portableStoolInfo.IsInUse)
194 item.shader =
drawinfo.cPortableStool;
206 int num = drawinfo.drawPlayer.miscCounter / 5;
207 for (
int i = 0; i < 2; i++)
212 DrawData item =
new DrawData(
value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
new Rectangle(0, num *
value.Height / 7,
value.Width,
value.Height / 7),
drawinfo.colorElectricity,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
value.Width / 2,
value.Height / 14), 1f,
drawinfo.playerEffect);
226 bool num = !
drawinfo.drawPlayer.setForbiddenCooldownLocked;
228 num2 = (int)(((
float)
drawinfo.drawPlayer.miscCounter / 300f * ((
float)
Math.
PI * 2f)).ToRotationVector2().Y * 6f);
229 float num3 = ((float)
drawinfo.drawPlayer.miscCounter / 75f * ((
float)Math.PI * 2f)).ToRotationVector2().X * 4f;
236 color = color.MultiplyRGB(
new Color(0.5f, 0.5f, 1f));
241 if (
drawinfo.drawPlayer.head == 238)
291 num = (int)(((
float)
drawinfo.drawPlayer.miscCounter / 300f * ((
float)
Math.
PI * 2f)).ToRotationVector2().Y * 6f);
292 float num2 = ((float)
drawinfo.drawPlayer.miscCounter / 75f * ((
float)Math.PI * 2f)).ToRotationVector2().X * 4f;
316 Color color = drawinfo.colorArmorBody * 0.75f;
330 int num =
Dust.
NewDust(
r.TopLeft(),
r.Width,
r.Height, 204, 0f, 0f, 150,
default(
Color), 0.3f);
364 return drawinfo.drawPlayer.legs == legs;
395 if (
drawinfo.heldItem.type == 4818 &&
drawinfo.drawPlayer.ownedProjectileCounts[902] == 0)
424 if (
drawinfo.drawPlayer.turtleArmor)
429 else if (
drawinfo.drawPlayer.body == 106)
434 else if (
drawinfo.drawPlayer.body == 170)
469 DrawData item =
new DrawData(
TextureAssets.
BackPack[
num2].Value,
vec5,
new Rectangle(0,
drawinfo.drawPlayer.bodyFrame.Y,
TextureAssets.
BackPack[
num2].Width(),
drawinfo.drawPlayer.bodyFrame.Height),
drawinfo.colorArmorBody,
drawinfo.drawPlayer.bodyRotation,
new Vector2((
float)
TextureAssets.
BackPack[
num2].Width() * 0.5f,
drawinfo.bodyVect.Y), 1f,
drawinfo.playerEffect);
470 item.shader = shader;
478 item.shader = shader;
484 DrawData item =
new DrawData(
TextureAssets.
BackPack[
num2].Value,
vec6,
new Rectangle(0, 0,
TextureAssets.
BackPack[
num2].Width(),
TextureAssets.
BackPack[
num2].Height()),
drawinfo.colorArmorBody,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
BackPack[
num2].Width() / 2,
TextureAssets.
BackPack[
num2].Height() / 2), 1f,
drawinfo.playerEffect);
485 item.shader = shader;
519 int num = drawinfo.drawPlayer.bodyFrame.Y / 56;
522 drawinfo.armorAdjust = 10;
528 drawinfo.armorAdjust = 0;
532 drawinfo.armorAdjust = 8;
536 drawinfo.armorAdjust = 0;
540 drawinfo.armorAdjust = 8;
557 int num3 = bodyFrame.Width / 2;
561 num2 = bodyFrame.Width - 2;
564 for (
int i = 0; i <
num3; i++)
566 value.X = bodyFrame.X + 2 * i;
568 immuneAlpha *= (float)(
int)drawinfo.colorArmorBody.A / 255f;
583 Vector2 vector = drawinfo.Position - Main.screenPosition + drawinfo.drawPlayer.Size / 2f;
592 if (
drawinfo.drawPlayer.wings == 22)
594 if (!
drawinfo.drawPlayer.ShouldDrawWingsThatAreAlwaysAnimated())
605 for (
int i = 0; i < 7; i++)
607 Color color =
new Color(250 - i * 10, 250 - i * 10, 250 - i * 10, 150 - i * 10);
609 drawinfo.stealth *=
drawinfo.stealth;
610 drawinfo.stealth *= 1f -
drawinfo.shadow;
611 color =
new Color((
int)((
float)(
int)color.
R *
drawinfo.stealth), (
int)((
float)(
int)color.
G *
drawinfo.stealth), (
int)((
float)(
int)color.
B *
drawinfo.stealth), (
int)((
float)(
int)color.
A *
drawinfo.stealth));
612 vector4.X =
drawinfo.drawPlayer.itemFlamePos[i].X;
613 vector4.Y = 0f -
drawinfo.drawPlayer.itemFlamePos[i].Y;
616 item =
new DrawData(
TextureAssets.
ItemFlame[1866].Value, position,
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 7 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 7 - 2), color,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 14), 1f,
drawinfo.playerEffect);
621 item =
new DrawData(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Value,
vector3.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 7 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 7), colorArmorBody,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 14), 1f,
drawinfo.playerEffect);
626 if (
drawinfo.drawPlayer.wings == 28)
628 if (
drawinfo.drawPlayer.ShouldDrawWingsThatAreAlwaysAnimated())
635 rectangle.Width -= 2;
636 rectangle.Height -= 2;
647 if (
drawinfo.drawPlayer.wings == 45)
649 if (!
drawinfo.drawPlayer.ShouldDrawWingsThatAreAlwaysAnimated())
659 item =
new DrawData(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Value,
vec2.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 6 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 6),
color3,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 12), 1f,
drawinfo.playerEffect);
664 float num5 = ((float)
drawinfo.drawPlayer.miscCounter / 75f * ((
float)Math.PI * 2f)).ToRotationVector2().X * 4f;
668 item =
new DrawData(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Value,
vec2.Floor() +
num6.ToRotationVector2() *
num5,
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 6 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 6),
color4,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 12), 1f,
drawinfo.playerEffect);
675 if (
drawinfo.drawPlayer.wings == 34)
677 if (
drawinfo.drawPlayer.ShouldDrawWingsThatAreAlwaysAnimated())
679 drawinfo.stealth *=
drawinfo.stealth;
680 drawinfo.stealth *= 1f -
drawinfo.shadow;
684 Vector2 vec3 = drawinfo.Position + drawinfo.drawPlayer.Size / 2f - Main.screenPosition +
vector6 * drawinfo.drawPlayer.Directions - Vector2.UnitX * drawinfo.drawPlayer.direction * 4f;
686 rectangle2.Width -= 2;
687 rectangle2.Height -= 2;
694 if (
drawinfo.drawPlayer.wings == 40)
696 drawinfo.stealth *=
drawinfo.stealth;
697 drawinfo.stealth *= 1f -
drawinfo.shadow;
702 for (
int j = 0;
j < 1;
j++)
707 zero.X = drawinfo.drawPlayer.direction * 3;
712 zero.X += (float)(-
drawinfo.drawPlayer.direction) * 6f;
718 if (
drawinfo.drawPlayer.velocity.Y == 0f)
728 rectangle3.Width -= 2;
729 rectangle3.Height -= 2;
742 if (
drawinfo.drawPlayer.wings == 39)
744 if (
drawinfo.drawPlayer.ShouldDrawWingsThatAreAlwaysAnimated())
746 drawinfo.stealth *=
drawinfo.stealth;
747 drawinfo.stealth *= 1f -
drawinfo.shadow;
753 rectangle4.Width -= 2;
754 rectangle4.Height -= 2;
764 if (
drawinfo.drawPlayer.wings == 43)
770 else if (
drawinfo.drawPlayer.wings == 44)
774 else if (
drawinfo.drawPlayer.wings == 5)
779 else if (
drawinfo.drawPlayer.wings == 27)
786 drawinfo.stealth *=
drawinfo.stealth;
787 drawinfo.stealth *= 1f -
drawinfo.shadow;
790 if (
drawinfo.drawPlayer.wings == 10)
792 drawinfo.stealth *=
drawinfo.stealth;
793 drawinfo.stealth *= 1f -
drawinfo.shadow;
800 if (
drawinfo.drawPlayer.wings == 31)
802 color7.A = (byte)(220f *
drawinfo.stealth);
804 if (
drawinfo.drawPlayer.wings == 32)
806 color7.A = (byte)(127f *
drawinfo.stealth);
810 color7.A = (byte)(160f *
drawinfo.stealth);
814 item =
new DrawData(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Value,
vector12.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() /
num13 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() /
num13),
color7,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() /
num13 / 2), 1f,
drawinfo.playerEffect);
822 for (
int l = 0;
l < 2;
l++)
824 item =
new DrawData(position:
vector13 +
new Vector2((
float)
Main.
rand.Next(-10, 10) * 0.125f, (
float)
Main.
rand.Next(-10, 10) * 0.125f), texture:
TextureAssets.
GlowMask[272].Value, sourceRect:
value5, color:
new Color(230, 230, 230, 60), rotation:
drawinfo.drawPlayer.bodyRotation, origin: origin, scale: 1f, effect:
drawinfo.playerEffect);
829 if (
drawinfo.drawPlayer.wings == 23)
831 drawinfo.stealth *=
drawinfo.stealth;
832 drawinfo.stealth *= 1f -
drawinfo.shadow;
833 item =
new DrawData(color:
new Color((
int)(200f *
drawinfo.stealth), (
int)(200f *
drawinfo.stealth), (
int)(200f *
drawinfo.stealth), (
int)(200f *
drawinfo.stealth)), texture:
TextureAssets.
Flames[8].Value, position:
vector12.Floor(), sourceRect:
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4), rotation:
drawinfo.drawPlayer.bodyRotation, origin:
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), scale: 1f, effect:
drawinfo.playerEffect);
837 else if (
drawinfo.drawPlayer.wings == 27)
839 item =
new DrawData(
TextureAssets.
GlowMask[92].Value,
vector12.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4),
new Color(255, 255, 255, 127) *
drawinfo.stealth * (1f -
drawinfo.shadow),
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), 1f,
drawinfo.playerEffect);
843 else if (
drawinfo.drawPlayer.wings == 44)
850 item =
new DrawData(target,
vector12.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 7 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 7),
new Color(255, 255, 255, 255) *
drawinfo.stealth * (1f -
drawinfo.shadow),
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 14), 1f,
drawinfo.playerEffect);
855 else if (
drawinfo.drawPlayer.wings == 30)
857 item =
new DrawData(
TextureAssets.
GlowMask[181].Value,
vector12.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4),
new Color(255, 255, 255, 127) *
drawinfo.stealth * (1f -
drawinfo.shadow),
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), 1f,
drawinfo.playerEffect);
861 else if (
drawinfo.drawPlayer.wings == 38)
864 item =
new DrawData(
TextureAssets.
GlowMask[251].Value,
vector12.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4),
color9,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), 1f,
drawinfo.playerEffect);
877 item =
new DrawData(
TextureAssets.
GlowMask[251].Value,
vector15 +
vector14 *
num15 +
vector12,
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4),
color10 * (1f -
num15),
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), 1f,
drawinfo.playerEffect);
883 else if (
drawinfo.drawPlayer.wings == 29)
885 item =
new DrawData(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Value,
vector12.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4),
new Color(255, 255, 255, 0) *
drawinfo.stealth * (1f -
drawinfo.shadow) * 0.5f,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), 1.06f,
drawinfo.playerEffect);
889 else if (
drawinfo.drawPlayer.wings == 36)
891 item =
new DrawData(
TextureAssets.
GlowMask[213].Value,
vector12.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4),
new Color(255, 255, 255, 0) *
drawinfo.stealth * (1f -
drawinfo.shadow),
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), 1.06f,
drawinfo.playerEffect);
895 for (
int m = 0;
m < 4;
m++)
897 item =
new DrawData(
TextureAssets.
GlowMask[213].Value,
spinningpoint.RotatedBy((
float)
Math.
PI / 2f * (
float)
m) +
vector12.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4),
new Color(127, 127, 127, 127) *
drawinfo.stealth * (1f -
drawinfo.shadow),
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), 1f,
drawinfo.playerEffect);
902 else if (
drawinfo.drawPlayer.wings == 31)
907 for (
int n = 0;
n < 4;
n++)
910 item =
new DrawData(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Value,
vector12.Floor() +
vector16,
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4),
color11 *
drawinfo.stealth * (1f -
drawinfo.shadow) * 0.5f,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), 1f,
drawinfo.playerEffect);
914 item =
new DrawData(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Value,
vector12.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4),
color11 *
drawinfo.stealth * (1f -
drawinfo.shadow) * 1f,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), 1f,
drawinfo.playerEffect);
918 else if (
drawinfo.drawPlayer.wings == 32)
920 item =
new DrawData(
TextureAssets.
GlowMask[183].Value,
vector12.Floor(),
new Rectangle(0,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4 *
drawinfo.drawPlayer.wingFrame,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width(),
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 4),
new Color(255, 255, 255, 0) *
drawinfo.stealth * (1f -
drawinfo.shadow),
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Width() / 2,
TextureAssets.
Wings[
drawinfo.drawPlayer.wings].Height() / 8), 1.06f,
drawinfo.playerEffect);
936 item.shader =
drawinfo.cBalloonFront;
940 int num = ((Main.hasFocus && (!Main.ingameOptionsWindow || !
Main.
autoPause)) ? (DateTime.Now.Millisecond % 800 / 200) : 0);
942 if (
drawinfo.drawPlayer.direction != 1)
946 if (
drawinfo.drawPlayer.gravDir != 1f)
948 vector.Y -=
drawinfo.drawPlayer.height;
954 item =
new DrawData(
TextureAssets.
AccBalloon[
drawinfo.drawPlayer.balloonFront].Value,
vector3,
new Rectangle(0,
TextureAssets.
AccBalloon[
drawinfo.drawPlayer.balloonFront].Height() / 4 * num,
TextureAssets.
AccBalloon[
drawinfo.drawPlayer.balloonFront].Width(),
TextureAssets.
AccBalloon[
drawinfo.drawPlayer.balloonFront].Height() / 4),
drawinfo.colorArmorBody,
drawinfo.drawPlayer.bodyRotation,
new Vector2(26 +
drawinfo.drawPlayer.direction * 4, 28f +
drawinfo.drawPlayer.gravDir * 6f), 1f,
drawinfo.playerEffect);
955 item.shader =
drawinfo.cBalloonFront;
973 int num = ((Main.hasFocus && (!Main.ingameOptionsWindow || !
Main.
autoPause)) ? (DateTime.Now.Millisecond % 800 / 200) : 0);
975 if (
drawinfo.drawPlayer.direction != 1)
979 if (
drawinfo.drawPlayer.gravDir != 1f)
981 vector.Y -=
drawinfo.drawPlayer.height;
987 item =
new DrawData(
TextureAssets.
AccBalloon[
drawinfo.drawPlayer.balloon].Value,
vector3,
new Rectangle(0,
TextureAssets.
AccBalloon[
drawinfo.drawPlayer.balloon].Height() / 4 * num,
TextureAssets.
AccBalloon[
drawinfo.drawPlayer.balloon].Width(),
TextureAssets.
AccBalloon[
drawinfo.drawPlayer.balloon].Height() / 4),
drawinfo.colorArmorBody,
drawinfo.drawPlayer.bodyRotation,
new Vector2(26 +
drawinfo.drawPlayer.direction * 4, 28f +
drawinfo.drawPlayer.gravDir * 6f), 1f,
drawinfo.playerEffect);
1001 drawinfo.hidesBottomSkin =
true;
1005 drawinfo.Position.Y +=
drawinfo.torsoOffset;
1006 DrawData drawData =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 3].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorBodySkin,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
1007 drawData.shader =
drawinfo.skinDyePacked;
1010 drawinfo.Position.Y -=
drawinfo.torsoOffset;
1019 DrawData item =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 10].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.legFrame,
drawinfo.colorLegs,
drawinfo.drawPlayer.legRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
1058 sbyte shoe =
drawinfo.drawPlayer.shoe;
1075 float bodyRotation =
drawinfo.drawPlayer.bodyRotation;
1088 drawinfo.DrawDataCache.
Add(
new DrawData(
TextureAssets.
Extra[105].Value,
vector,
new Rectangle(0, 0, 40, 56),
drawinfo.floatingTubeColor, bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect)
1090 shader = drawinfo.cFloatingTube
1095 shader = drawinfo.skinDyePacked
1106 DrawData drawData =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 10].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.legFrame,
drawinfo.colorLegs,
drawinfo.drawPlayer.legRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
1107 drawData.shader =
drawinfo.skinDyePacked;
1122 float bodyRotation =
drawinfo.drawPlayer.bodyRotation;
1128 position +=
drawinfo.backShoulderOffset;
1130 float rotation = bodyRotation +
drawinfo.compositeBackArmRotation;
1131 bool flag = !
drawinfo.drawPlayer.invis;
1145 shader = drawinfo.skinDyePacked
1152 shader = drawinfo.skinDyePacked
1161 if (!
drawinfo.hideCompositeShoulders)
1165 shader = drawinfo.cBody
1171 shader = drawinfo.cBody
1183 shader = drawinfo.skinDyePacked
1190 shader = drawinfo.skinDyePacked
1207 shader = drawinfo.cHandOff
1210 if (
drawinfo.drawPlayer.drawingFootball)
1224 if (
drawinfo.drawPlayer.legs == 169)
1247 else if (
drawinfo.drawPlayer.legs == 140)
1252 bool flag = drawinfo.drawPlayer.legFrame.Y != drawinfo.drawPlayer.legFrame.Height ||
Main.
gameMenu;
1253 int num = drawinfo.drawPlayer.miscCounter / 3 % 8;
1256 num = drawinfo.drawPlayer.miscCounter / 4 % 8;
1260 if (
drawinfo.drawPlayer.bodyFrame.Height != 0)
1264 if (
drawinfo.drawPlayer.Directions.Y == -1f)
1298 for (
int i = 0; i < 2; i++)
1300 item =
new DrawData(position: legsOffset +
new Vector2((
float)
Main.
rand.Next(-10, 10) * 0.125f, (
float)
Main.
rand.Next(-10, 10) * 0.125f) +
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.legFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.legFrame.Height + 4f)) + drawinfo.drawPlayer.legPosition +
drawinfo.legVect, texture:
TextureAssets.
GlowMask[
drawinfo.legsGlowMask].Value, sourceRect:
drawinfo.drawPlayer.legFrame, color:
drawinfo.legsGlowColor, rotation:
drawinfo.drawPlayer.legRotation, origin:
drawinfo.legVect, scale: 1f, effect:
drawinfo.playerEffect);
1326 position += legsOffset;
1327 position.X += 2 *
drawinfo.drawPlayer.direction;
1328 legFrame.Y = legFrame.Height * 5;
1331 legFrame =
drawinfo.drawPlayer.legFrame;
1353 bool flag = drawinfo.drawPlayer.legs == 101 || drawinfo.drawPlayer.legs == 102 || drawinfo.drawPlayer.legs == 118 || drawinfo.drawPlayer.legs == 99;
1354 if (
drawinfo.drawPlayer.wearsRobe && !flag)
1360 legFrame.Y = legFrame.Height * 5;
1372 legFrame =
drawinfo.drawPlayer.legFrame;
1382 legFrame.Y = legFrame.Height * 5;
1390 if (
drawinfo.drawPlayer.body == 218)
1409 value.Y +=
num8 * 2;
1411 value.Height -=
num2;
1412 value.Height -=
num8 * 2;
1417 position.X += drawinfo.drawPlayer.direction *
num4 *
num8 +
num6 *
drawinfo.drawPlayer.direction;
1462 int num =
Dust.
NewDust(
r.TopLeft(),
r.Width,
r.Height, 204, 0f, 0f, 150,
default(
Color), 0.3f);
1529 num = ((!
drawinfo.drawPlayer.Male) ? 172 : 171);
1538 num = ((!
drawinfo.drawPlayer.Male) ? 176 : 175);
1541 num = ((!
drawinfo.drawPlayer.Male) ? 177 : 178);
1544 num = ((!
drawinfo.drawPlayer.Male) ? 181 : 182);
1550 num = ((!
drawinfo.drawPlayer.Male) ? 200 : 201);
1571 if (
drawinfo.isSitting && num != 195)
1593 bodyFrame.Width -= num;
1594 if (
drawinfo.drawPlayer.direction == -1)
1613 DrawData drawData =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 5].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorBodySkin,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
1614 drawData.shader =
drawinfo.skinDyePacked;
1619 else if (!
drawinfo.drawPlayer.invis)
1624 item =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 4].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorUnderShirt,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
1626 item =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 6].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorShirt,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
1631 item =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 4].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorUnderShirt,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
1633 item =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 6].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorShirt,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
1636 DrawData drawData =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 5].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorBodySkin,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
1637 drawData.shader =
drawinfo.skinDyePacked;
1649 float bodyRotation =
drawinfo.drawPlayer.bodyRotation;
1662 shader = drawinfo.cBody
1666 else if (!
drawinfo.drawPlayer.invis)
1675 drawinfo.DrawDataCache.
Add(
new DrawData(
TextureAssets.
Extra[105].Value,
vector,
new Rectangle(0, 56, 40, 56),
drawinfo.floatingTubeColor, bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect)
1677 shader = drawinfo.cFloatingTube
1694 if (
drawinfo.drawPlayer.HeldItem.type == 5451 &&
drawinfo.drawPlayer.itemAnimation == 0)
1733 bool flag = drawinfo.drawPlayer.head == 14 || drawinfo.drawPlayer.head == 56 || drawinfo.drawPlayer.head == 114 || drawinfo.drawPlayer.head == 158 || drawinfo.drawPlayer.head == 69 || drawinfo.drawPlayer.head == 180;
1734 bool flag2 = drawinfo.drawPlayer.head == 28;
1735 bool flag3 = drawinfo.drawPlayer.head == 39 || drawinfo.drawPlayer.head == 38;
1737 Vector2 position = (drawinfo.Position - Main.screenPosition +
vector).Floor() + drawinfo.drawPlayer.headPosition +
drawinfo.headVect;
1740 int num = drawinfo.drawPlayer.bodyFrame.Height -
drawinfo.hairFrontFrame.Height;
1754 item.shader = shader;
1759 item.shader =
drawinfo.hairDyePacked;
1766 item.shader =
drawinfo.hairDyePacked;
1769 if (
drawinfo.drawPlayer.head == 270)
1772 bodyFrame.Width += 2;
1784 if (
drawinfo.drawPlayer.gravDir == 1f)
1791 bodyFrame2.Height -= 8;
1797 bodyFrame2.Height -= 8;
1810 else if (
drawinfo.drawPlayer.head == 259)
1820 float num4 =
num3 * drawinfo.drawPlayer.position.X % ((float)
Math.
PI * 2f);
1831 item.shader =
drawinfo.hairDyePacked;
1839 if (
drawinfo.drawPlayer.head == 13)
1843 float num7 =
num6 * drawinfo.drawPlayer.position.X % ((float)
Math.
PI * 2f);
1852 else if (
drawinfo.drawPlayer.head == 265)
1861 float num10 =
num9 * drawinfo.drawPlayer.position.X % ((float)
Math.
PI * 2f);
1864 bool flag4 = (Main.GlobalTimeWrappedHourly + 180f) % 600f < 60f;
1873 else if (
num13 == 0)
1875 rectangle2.Y = rectangle2.Height * 5;
1879 rectangle2.Y = rectangle2.Height * (
num12++ % 4 + 1);
1894 if (
drawinfo.drawPlayer.gravDir == 1f)
1896 bodyFrame3.Height -= 4;
1901 bodyFrame3.Height -= 4;
1921 num16 += drawinfo.drawPlayer.bodyFrame.Y / 56;
1930 int frameY = drawinfo.drawPlayer.miscCounter % 20 / 5;
1934 if (
drawinfo.drawPlayer.eyeHelper.EyeFrameToShow > 0)
1945 else if (
drawinfo.headGlowMask == 273)
1947 for (
int j = 0;
j < 2;
j++)
1949 item =
new DrawData(position:
new Vector2((
float)
Main.
rand.Next(-10, 10) * 0.125f, (
float)
Main.
rand.Next(-10, 10) * 0.125f) + helmetOffset +
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) + drawinfo.drawPlayer.headPosition +
drawinfo.headVect, texture:
TextureAssets.
GlowMask[
drawinfo.headGlowMask].Value, sourceRect:
bodyFrame3, color:
drawinfo.headGlowColor, rotation:
drawinfo.drawPlayer.headRotation, origin:
headVect2, scale: 1f, effect:
drawinfo.playerEffect);
1961 if (
drawinfo.drawPlayer.head == 211)
1964 ulong
seed = (ulong)(
drawinfo.drawPlayer.miscCounter / 4 + 100);
1981 item.shader =
drawinfo.hairDyePacked;
1996 if (
drawinfo.drawPlayer.head == 205)
1999 drawData.shader =
drawinfo.skinDyePacked;
2007 float num18 = (float)
drawinfo.drawPlayer.miscCounter / 300f;
2023 if (
drawinfo.drawPlayer.head == 137)
2025 DrawData item =
new DrawData(
TextureAssets.
JackHat.Value, helmetOffset +
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.drawPlayer.bodyFrame,
new Color(255, 255, 255, 255),
drawinfo.drawPlayer.headRotation,
drawinfo.headVect, 1f,
drawinfo.playerEffect);
2027 for (
int l = 0;
l < 7;
l++)
2031 vector5.X =
drawinfo.drawPlayer.itemFlamePos[
l].X;
2032 vector5.Y =
drawinfo.drawPlayer.itemFlamePos[
l].Y;
2044 if (
drawinfo.drawPlayer.mount.Active &&
drawinfo.drawPlayer.mount.Type == 52)
2061 if (
plr.statLife <=
plr.statLifeMax2 / 4)
2065 if (
plr.ZoneCorrupt ||
plr.ZoneCrimson ||
plr.ZoneGraveyard)
2105 vec += drawinfo.drawPlayer.headPosition +
drawinfo.headVect;
2106 if (
drawinfo.drawPlayer.gravDir == -1f)
2115 bool flag = drawinfo.drawPlayer.head == 38 || drawinfo.drawPlayer.head == 135 || drawinfo.drawPlayer.head == 269;
2129 sbyte faceHead =
drawinfo.drawPlayer.faceHead;
2130 if ((uint)(faceHead - 10) <= 3
u)
2132 num = 2 *
drawinfo.drawPlayer.direction;
2139 else if (!
drawinfo.drawPlayer.invis && !flag)
2142 drawData.shader =
drawinfo.skinDyePacked;
2157 drawData.shader =
drawinfo.skinDyePacked;
2161 if (
drawinfo.drawPlayer.yoraiz0rDarkness)
2164 drawData.shader =
drawinfo.skinDyePacked;
2183 float amount = (float)(colorArmorBody.
R + colorArmorBody.
G + colorArmorBody.
B) / 3f / 255f;
2197 if (
drawinfo.drawPlayer.mount.Active &&
drawinfo.drawPlayer.mount.Type == 52)
2205 if (
drawinfo.drawPlayer.face == 19)
2216 item.shader =
drawinfo.cFaceFlower;
2222 item.shader =
drawinfo.cUnicornHorn;
2238 if (
drawinfo.drawPlayer.mount.Type == 34)
2246 float rotation = (0f -
drawinfo.drawPlayer.velocity.X) * 0.1f -
drawinfo.drawPlayer.fullRotation;
2258 int num =
Math.
Min(
drawinfo.drawPlayer.availableAdvancedShadowsCount - 1, 30);
2292 float num8 = 1f - (float)
num5 / (
float)num;
2317 int num =
Math.
Min(
drawinfo.drawPlayer.availableAdvancedShadowsCount - 1, 20);
2347 float rotation = (
pos2 - pos).ToRotation() - (float)
Math.
PI / 2f;
2350 float num7 = 1f - (float)
num5 / (
float)num;
2361 if (
drawinfo.drawPlayer.mount.Active)
2372 if (
drawinfo.drawPlayer.pulleyDir == 2)
2376 float rotation = 0f;
2377 DrawData item =
new DrawData(
TextureAssets.
Pulley.Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X + (
float)(
drawinfo.drawPlayer.width / 2) - (
float)(9 *
drawinfo.drawPlayer.direction)) +
num2 *
drawinfo.drawPlayer.direction, (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)(
drawinfo.drawPlayer.height / 2) + 2f *
drawinfo.drawPlayer.gravDir + (
float)num *
drawinfo.drawPlayer.gravDir)),
new Rectangle(0,
TextureAssets.
Pulley.Height() / 2 *
drawinfo.drawPlayer.pulleyFrame,
TextureAssets.
Pulley.Width(),
TextureAssets.
Pulley.Height() / 2),
drawinfo.colorArmorHead, rotation,
new Vector2(
TextureAssets.
Pulley.Width() / 2,
TextureAssets.
Pulley.Height() / 4), 1f,
drawinfo.playerEffect);
2385 DrawData item =
new DrawData(
TextureAssets.
Pulley.Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X + (
float)(
drawinfo.drawPlayer.width / 2) - (
float)(9 *
drawinfo.drawPlayer.direction)) +
num4 *
drawinfo.drawPlayer.direction, (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)(
drawinfo.drawPlayer.height / 2) + 2f *
drawinfo.drawPlayer.gravDir + (
float)
num3 *
drawinfo.drawPlayer.gravDir)),
new Rectangle(0,
TextureAssets.
Pulley.Height() / 2 *
drawinfo.drawPlayer.pulleyFrame,
TextureAssets.
Pulley.Width(),
TextureAssets.
Pulley.Height() / 2),
drawinfo.colorArmorHead,
rotation2,
new Vector2(
TextureAssets.
Pulley.Width() / 2,
TextureAssets.
Pulley.Height() / 4), 1f,
drawinfo.playerEffect);
2398 if (
drawinfo.drawPlayer.shieldRaised)
2400 zero.Y -= 4f *
drawinfo.drawPlayer.gravDir;
2411 bodyVect.X = (float)bodyFrame.
Width - bodyVect.
X;
2415 if (
drawinfo.drawPlayer.shieldRaised)
2418 float x = 2.5f + 1.5f * num;
2420 colorArmorBody.A = 0;
2421 colorArmorBody *= 0.45f - num * 0.15f;
2424 item =
new DrawData(
TextureAssets.
AccShield[
drawinfo.drawPlayer.shield].Value,
zero2 +
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(bodyFrame.
Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(bodyFrame.
Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2) +
zero +
new Vector2(x, 0f).RotatedBy(
num2 / 4f * ((
float)
Math.
PI * 2f)), bodyFrame, colorArmorBody,
drawinfo.drawPlayer.bodyRotation, bodyVect, 1f,
drawinfo.playerEffect);
2432 if (
drawinfo.drawPlayer.shieldRaised)
2441 if (
drawinfo.drawPlayer.shieldRaised &&
drawinfo.drawPlayer.shieldParryTimeLeft > 0)
2443 float num4 = (float)
drawinfo.drawPlayer.shieldParryTimeLeft / 20f;
2458 if (
drawinfo.drawPlayer.mount.Cart)
2470 float num = (
drawinfo.drawPlayer.solarShieldPos[0] *
new Vector2(1f, 0.5f)).ToRotation();
2471 if (
drawinfo.drawPlayer.direction == -1)
2475 num += (float)
Math.
PI / 50f * (
float)
drawinfo.drawPlayer.direction;
2484 if (
drawinfo.drawPlayer.JustDroppedAnItem)
2490 drawinfo.projectileDrawPosition =
drawinfo.DrawDataCache.
Count;
2493 int num = heldItem.
type;
2494 if (
drawinfo.drawPlayer.UsingBiomeTorches)
2499 num =
drawinfo.drawPlayer.BiomeTorchHoldStyle(num);
2502 num =
drawinfo.drawPlayer.BiomeCampfireHoldStyle(num);
2519 if ((
double)
num2 < 0.03)
2523 float num3 = (1f +
num2 * 10f) / 11f;
2529 if ((
double)
num4 < 0.03)
2533 _ = (1f +
num4 * 10f) / 11f;
2536 bool flag = drawinfo.drawPlayer.itemAnimation > 0 && heldItem.useStyle != 0;
2537 bool flag2 = heldItem.holdStyle != 0 && !
drawinfo.drawPlayer.pulley;
2538 if (!
drawinfo.drawPlayer.CanVisuallyHoldItem(heldItem))
2542 if (
drawinfo.shadow != 0f ||
drawinfo.drawPlayer.frozen || !(flag ||
flag2) || num <= 0 || drawinfo.drawPlayer.dead || heldItem.noUseGraphic || (drawinfo.drawPlayer.wet && heldItem.
noWet) || (
drawinfo.drawPlayer.happyFunTorchTime &&
drawinfo.drawPlayer.inventory[
drawinfo.drawPlayer.selectedItem].createTile == 4 &&
drawinfo.drawPlayer.itemAnimation == 0))
2591 if (heldItem.
type == 5009 || heldItem.
type == 5042)
2594 if (
drawinfo.drawPlayer.direction == -1)
2601 if (
drawinfo.drawPlayer.gravDir == -1f)
2615 origin.X += 2 *
drawinfo.drawPlayer.direction;
2617 if (num == 425 || num == 507)
2619 if (
drawinfo.drawPlayer.gravDir == 1f)
2621 if (
drawinfo.drawPlayer.direction == 1)
2627 drawinfo.itemEffect = SpriteEffects.FlipHorizontally |
SpriteEffects.FlipVertically;
2630 else if (
drawinfo.drawPlayer.direction == 1)
2639 if ((num == 946 || num == 4707) &&
num5 != 0f)
2641 position.Y -= 22f *
drawinfo.drawPlayer.gravDir;
2654 item =
new DrawData(
value3, (
drawinfo.ItemLocation -
Main.
screenPosition +
vector4).Floor(),
rectangle2, heldItem.
GetAlpha(
drawinfo.itemColor).MultiplyRGBA(
new Color(
new Vector4(0.5f, 0.5f, 0.5f, 0.8f))),
drawinfo.drawPlayer.itemRotation,
origin3,
adjustedItemScale,
drawinfo.itemEffect);
2657 item =
new DrawData(
value3, (
drawinfo.ItemLocation -
Main.
screenPosition +
vector4).Floor(),
rectangle2,
new Color(250, 250, 250, heldItem.
alpha) * 0.5f,
drawinfo.drawPlayer.itemRotation,
origin3,
adjustedItemScale,
drawinfo.itemEffect);
2678 float num7 = ((float)
drawinfo.drawPlayer.miscCounter / 75f * ((
float)Math.PI * 2f)).ToRotationVector2().X * 1f + 0f;
2686 item =
new DrawData(
texture2D, (
drawinfo.ItemLocation -
Main.
screenPosition +
vector5).Floor(),
rectangle3, heldItem.
GetAlpha(
drawinfo.itemColor).MultiplyRGBA(
new Color(
new Vector4(0.5f, 0.5f, 0.5f, 0.8f))),
drawinfo.drawPlayer.itemRotation,
origin4,
adjustedItemScale,
drawinfo.itemEffect);
2695 float num9 = drawinfo.drawPlayer.itemRotation + 0.785f * (float)
drawinfo.drawPlayer.direction;
2720 if (
drawinfo.drawPlayer.gravDir == -1f)
2722 if (
drawinfo.drawPlayer.direction == -1)
2734 else if (
drawinfo.drawPlayer.direction == -1)
2743 item =
new DrawData(
TextureAssets.
GlowMask[238].Value,
new Vector2((
int)(
drawinfo.ItemLocation.X -
Main.
screenPosition.X +
origin5.X +
num10), (
int)(
drawinfo.ItemLocation.Y -
Main.
screenPosition.Y +
num11)),
itemDrawFrame,
new Color(255, 255, 255, 127),
num9,
origin5,
adjustedItemScale,
drawinfo.itemEffect);
2750 float rotation = drawinfo.drawPlayer.itemRotation + 1.57f * (float)
drawinfo.drawPlayer.direction;
2765 if (
drawinfo.drawPlayer.direction == -1)
2778 item =
new DrawData(
TextureAssets.
GlowMask[heldItem.
glowMask].Value,
new Vector2((
int)(
drawinfo.ItemLocation.X -
Main.
screenPosition.X +
vector9.X), (
int)(
drawinfo.ItemLocation.Y -
Main.
screenPosition.Y +
vector9.Y)),
itemDrawFrame,
new Color(250, 250, 250, heldItem.
alpha),
drawinfo.drawPlayer.itemRotation,
origin7,
adjustedItemScale,
drawinfo.itemEffect);
2783 float num13 = ((float)
drawinfo.drawPlayer.miscCounter / 75f * ((
float)Math.PI * 2f)).ToRotationVector2().X * 1f + 0f;
2793 if (
drawinfo.drawPlayer.gravDir == -1f)
2804 item =
new DrawData(
TextureAssets.
GlowMask[heldItem.
glowMask].Value, position,
itemDrawFrame,
new Color(250, 250, 250, heldItem.
alpha),
num5, origin,
adjustedItemScale,
drawinfo.itemEffect);
2855 for (
int i = 0; i <
num15; i++)
2880 bodyFrame.Width -= num;
2881 if (
drawinfo.drawPlayer.direction == -1)
2896 drawData =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 7].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorBodySkin,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
2897 drawData.shader =
drawinfo.skinDyePacked;
2901 drawData =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 9].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorBodySkin,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
2902 drawData.shader =
drawinfo.skinDyePacked;
2915 if (
drawinfo.drawPlayer.body == 205)
2918 ulong
seed = (ulong)(
drawinfo.drawPlayer.miscCounter / 4);
2920 for (
int i = 0; i <
num2; i++)
2930 else if (!
drawinfo.drawPlayer.invis)
2932 DrawData drawData =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 7].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorBodySkin,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
2933 drawData.shader =
drawinfo.skinDyePacked;
2936 item =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 8].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorUnderShirt,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
2938 item =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 13].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.bodyFrame,
drawinfo.colorShirt,
drawinfo.drawPlayer.bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
2949 float bodyRotation =
drawinfo.drawPlayer.bodyRotation;
2950 float rotation = drawinfo.drawPlayer.bodyRotation +
drawinfo.compositeFrontArmRotation;
2961 bool num = drawinfo.drawPlayer.body > 0 && drawinfo.drawPlayer.body <
ArmorIDs.
Body.
Count;
2962 int num2 = (drawinfo.compShoulderOverFrontArm ? 1 : 0);
2963 int num3 = ((!
drawinfo.compShoulderOverFrontArm) ? 1 : 0);
2964 int num4 = ((!
drawinfo.compShoulderOverFrontArm) ? 1 : 0);
2965 bool flag = !
drawinfo.hidesTopSkin;
2971 for (
int i = 0; i < 2; i++)
2979 shader = drawinfo.skinDyePacked
2986 shader = drawinfo.skinDyePacked
2994 shader = drawinfo.cBody
3001 shader = drawinfo.cBody
3007 else if (!
drawinfo.drawPlayer.invis)
3009 for (
int j = 0;
j < 2;
j++)
3017 shader = drawinfo.skinDyePacked
3023 if (
drawinfo.drawPlayer.head == 269)
3040 shader = drawinfo.skinDyePacked
3054 shader = drawinfo.cHandOn
3080 if (
drawinfo.drawPlayer.gravDir == -1f)
3082 DrawData item =
new DrawData(val.Value,
new Vector2((
int)(
drawinfo.ItemLocation.X -
Main.
screenPosition.X), (
int)(
drawinfo.ItemLocation.Y -
Main.
screenPosition.Y)),
new Rectangle(0, 0, val.Width(), val.Height()), heldItem.
GetAlpha(
drawinfo.itemColor),
drawinfo.drawPlayer.itemRotation,
new Vector2((
float)val.Width() * 0.5f - (
float)val.Width() * 0.5f * (
float)
drawinfo.drawPlayer.direction, 0f),
drawinfo.drawPlayer.GetAdjustedItemScale(heldItem),
drawinfo.itemEffect);
3087 DrawData item =
new DrawData(val.Value,
new Vector2((
int)(
drawinfo.ItemLocation.X -
Main.
screenPosition.X), (
int)(
drawinfo.ItemLocation.Y -
Main.
screenPosition.Y)),
new Rectangle(0, 0, val.Width(), val.Height()), heldItem.
GetAlpha(
drawinfo.itemColor),
drawinfo.drawPlayer.itemRotation,
new Vector2((
float)val.Width() * 0.5f - (
float)val.Width() * 0.5f * (
float)
drawinfo.drawPlayer.direction, val.Height()),
drawinfo.drawPlayer.GetAdjustedItemScale(heldItem),
drawinfo.itemEffect);
3097 drawinfo.projectileDrawPosition =
drawinfo.DrawDataCache.
Count;
3119 int num = bodyFrame.Width / 2;
3120 bodyFrame.Width -= num;
3130 if (
drawinfo.drawPlayer.front == 12)
3136 int num3 = rectangle.Width / 2;
3140 num2 = rectangle.Width - 2;
3143 for (
int i = 0; i <
num3; i++)
3145 value.X = rectangle.X + 2 * i;
3147 immuneAlpha *= (float)(
int)drawinfo.colorArmorBody.A / 255f;
3162 int num = bodyFrame.Width / 2;
3163 bodyFrame.Width -= num;
3174 if (
drawinfo.drawPlayer.front == 12)
3180 int num3 = rectangle.Width / 2;
3184 num2 = rectangle.Width - 2;
3187 for (
int i = 0; i <
num3; i++)
3189 value.X = rectangle.X + 2 * i;
3191 immuneAlpha *= (float)(
int)drawinfo.colorArmorBody.A / 255f;
3201 if (!
drawinfo.drawPlayer.shimmering)
3206 colorArmorBody.R = (byte)((
double)(int)colorArmorBody.
R * 0.55);
3207 colorArmorBody.G = (byte)((
double)(int)colorArmorBody.
G * 0.55);
3208 colorArmorBody.B = (byte)((
double)(int)colorArmorBody.
B * 0.55);
3209 colorArmorBody.A = (byte)((
double)(int)colorArmorBody.
A * 0.55);
3210 DrawData item =
new DrawData(
TextureAssets.
Frozen.Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
new Rectangle(0, 0,
TextureAssets.
Frozen.Width(),
TextureAssets.
Frozen.Height()), colorArmorBody,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
TextureAssets.
Frozen.Width() / 2,
TextureAssets.
Frozen.Height() / 2), 1f,
drawinfo.playerEffect);
3215 Color color = drawinfo.colorArmorBody * 0.75f;
3217 int num = drawinfo.drawPlayer.height / 2;
3231 int num = drawinfo.drawPlayer.miscCounter / 5;
3232 for (
int i = 0; i < 2; i++)
3235 if (num > 1 && num < 5)
3237 DrawData item =
new DrawData(
value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
new Rectangle(0, num *
value.Height / 7,
value.Width,
value.Height / 7),
drawinfo.colorElectricity,
drawinfo.drawPlayer.bodyRotation,
new Vector2(
value.Width / 2,
value.Height / 14), 1f,
drawinfo.playerEffect);
3250 DrawData item =
new DrawData(
TextureAssets.
IceBarrier.Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
new Rectangle(0, num *
drawinfo.drawPlayer.iceBarrierFrame,
TextureAssets.
IceBarrier.Width(), num),
white, 0f,
new Vector2(
TextureAssets.
Frozen.Width() / 2,
TextureAssets.
Frozen.Height() / 2), 1f,
drawinfo.playerEffect);
3257 if (
drawinfo.shadow != 0f || (
byte)
drawinfo.drawPlayer.ownedLargeGems <= 0)
3264 for (
int i = 0; i < 7; i++)
3266 if (ownedLargeGems[i])
3271 float num2 = 1f - num * 0.06f;
3272 float num3 = (num - 1f) * 4f;
3294 float num4 = (float)
drawinfo.drawPlayer.miscCounter / 300f * ((
float)Math.PI * 2f);
3307 for (
int j = 0;
j < 7;
j++)
3309 if (!ownedLargeGems[
j])
3321 DrawData item =
new DrawData(
value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - 80f)) +
vector2 *
vector *
num3,
null,
new Color(250, 250, 250,
Main.
mouseTextColor / 2), 0f,
value.Size() / 2f, ((
float)(
int)
Main.
mouseTextColor / 1000f + 0.8f) *
num7,
SpriteEffects.None);
3337 for (
int i = 0; i <
drawinfo.drawPlayer.beetleOrbs; i++)
3340 for (
int j = 0;
j < 5;
j++)
3343 float num = (float)
j * 0.1f;
3345 colorArmorBody.R = (byte)((
float)(int)colorArmorBody.
R * num);
3346 colorArmorBody.G = (byte)((
float)(int)colorArmorBody.
G * num);
3347 colorArmorBody.B = (byte)((
float)(int)colorArmorBody.
B * num);
3348 colorArmorBody.A = (byte)((
float)(int)colorArmorBody.
A * num);
3350 item =
new DrawData(
TextureAssets.
Beetle.Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)(
drawinfo.drawPlayer.height / 2))) +
drawinfo.drawPlayer.beetlePos[i] +
vector,
new Rectangle(0,
TextureAssets.
Beetle.Height() / 3 *
drawinfo.drawPlayer.beetleFrame + 1,
TextureAssets.
Beetle.Width(),
TextureAssets.
Beetle.Height() / 3 - 2), colorArmorBody, 0f,
new Vector2(
TextureAssets.
Beetle.Width() / 2,
TextureAssets.
Beetle.Height() / 6), 1f,
drawinfo.playerEffect);
3353 item =
new DrawData(
TextureAssets.
Beetle.Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)(
drawinfo.drawPlayer.height / 2))) +
drawinfo.drawPlayer.beetlePos[i],
new Rectangle(0,
TextureAssets.
Beetle.Height() / 3 *
drawinfo.drawPlayer.beetleFrame + 1,
TextureAssets.
Beetle.Width(),
TextureAssets.
Beetle.Height() / 3 - 2),
drawinfo.colorArmorBody, 0f,
new Vector2(
TextureAssets.
Beetle.Width() / 2,
TextureAssets.
Beetle.Height() / 6), 1f,
drawinfo.playerEffect);
3363 int frameY = drawinfo.drawPlayer.miscCounter % 18 / 6;
3372 int r = (g = (
b = num));
3386 float num2 = (float)(
drawinfo.drawPlayer.miscCounter % 50) / 50f;
3389 for (
int i = 0; i < 2; i++)
3394 item.ignorePlayerRotation =
true;
3399 item.ignorePlayerRotation =
true;
3436 if (!
value.ignorePlayerRotation)
3441 value.rotation +=
drawinfo.rotation;
3457 value.scale *= scale;
3474 drawinfo.DrawDataCache =
list;
3480 if (!
drawinfo.drawPlayer.isFirstFractalAfterImage)
3482 if (
drawinfo.drawPlayer.HeldItem.type == 4722)
3484 _ = drawinfo.drawPlayer.itemAnimation > 0;
3493 value.color *=
drawinfo.drawPlayer.firstFractalAfterImageOpacity;
3494 value.color.A = (byte)((
float)(int)
value.color.A * 0.8f);
3512 if (
item.texture !=
null)
3522 if (
drawinfo.projectileDrawPosition == i)
3524 if (
cdd.shader != 0)
3535 if (!
cdd.sourceRect.HasValue)
3537 cdd.sourceRect =
cdd.texture.Frame();
3540 if (
cdd.texture !=
null)
3554 proj.gfxOffY =
drawinfo.drawPlayer.gfxOffY;
3562 proj.active =
false;
3575 if (
drawinfo.projectileDrawPosition == i)
3598 if (!
cdd.sourceRect.HasValue)
3600 cdd.sourceRect =
cdd.texture.Frame();
3604 if (
cdd.texture !=
null)
3606 cdd.Draw(spriteBatch);
3635 drawData.position +=
offset;
3637 drawData.color = color;
EffectPassCollection Passes
unsafe EffectTechnique CurrentTechnique
static float Lerp(float value1, float value2, float amount)
static float Clamp(float value, float min, float max)
void AddRange(IEnumerable< KeyValuePair< TKey, TValue > > collection)
void Add(TKey key, TValue value)
static double Cos(double d)
static byte Min(byte val1, byte val2)
static double Abs(double value)
static double Sin(double a)
static void SetShaderForData(Player player, int cHead, ref DrawData cdd)
static void DrawPlayer_JimsDroneRadio(ref PlayerDrawSet drawinfo)
static void DrawStarboardRainbowTrail(ref PlayerDrawSet drawinfo, Vector2 commonWingPosPreFloor, Vector2 dirsVec)
static void DrawPlayer_05_ForbiddenSetRing(ref PlayerDrawSet drawinfo)
static void DrawPlayer_03_PortableStool(ref PlayerDrawSet drawinfo)
static void DrawMeowcartTrail(ref PlayerDrawSet drawinfo)
static void DrawPlayer_12_Skin_Composite(ref PlayerDrawSet drawinfo)
static void DrawPlayer_33_FrozenOrWebbedDebuff(ref PlayerDrawSet drawinfo)
static void DrawPlayer_37_BeetleBuff(ref PlayerDrawSet drawinfo)
static void DrawPlayer_02_MountBehindPlayer(ref PlayerDrawSet drawinfo)
static void DrawPlayer_ScaleDrawData(ref PlayerDrawSet drawinfo, float scale)
static void DrawPlayer_RenderAllLayersSlow(ref PlayerDrawSet drawinfo)
static bool ShouldOverrideLegs_CheckPants(ref PlayerDrawSet drawinfo)
static void DrawPlayer_14_Shoes(ref PlayerDrawSet drawinfo)
static void DrawPlayer_29_OnhandAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_17_Torso(ref PlayerDrawSet drawinfo)
static SpriteDrawBuffer spriteBuffer
static void DrawPlayer_30_BladedGlove(ref PlayerDrawSet drawinfo)
static void DrawPlayer_08_Backpacks(ref PlayerDrawSet drawinfo)
static void DrawHeldProj(PlayerDrawSet drawinfo, Projectile proj)
static int GetHatStacks(ref PlayerDrawSet drawinfo, int hatItemId)
static void DrawPlayer_18_OffhandAcc(ref PlayerDrawSet drawinfo)
static void DrawCompositeArmorPiece(ref PlayerDrawSet drawinfo, CompositePlayerDrawContext context, DrawData data)
static void DrawPlayer_03_Carpet(ref PlayerDrawSet drawinfo)
static DrawData[] GetFlatColoredCloneData(ref PlayerDrawSet drawinfo, Vector2 offset, Color color)
static bool ShouldOverrideLegs_CheckShoes(ref PlayerDrawSet drawinfo)
static void DrawPlayer_28_ArmOverItem(ref PlayerDrawSet drawinfo)
static void DrawPlayer_extra_MountMinus(ref PlayerDrawSet drawinfo)
static void DrawPlayer_AddSelectionGlow(ref PlayerDrawSet drawinfo)
static void DrawPlayer_extra_MountPlus(ref PlayerDrawSet drawinfo)
static void DrawPlayer_32_FrontAcc_FrontPart(ref PlayerDrawSet drawinfo)
static void DrawPlayer_28_ArmOverItemComposite(ref PlayerDrawSet drawinfo)
static void DrawPlayer_21_1_Magiluminescence(ref PlayerDrawSet drawinfo)
static void DrawPlayer_MakeIntoFirstFractalAfterImage(ref PlayerDrawSet drawinfo)
static int DrawPlayer_Head_GetTVScreen(Player plr)
static Vector2 GetCompositeOffset_BackArm(ref PlayerDrawSet drawinfo)
static void DrawPlayer_09_Wings(ref PlayerDrawSet drawinfo)
static void DrawPlayer_32_FrontAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_35_IceBarrier(ref PlayerDrawSet drawinfo)
static void DrawPlayer_05_2_SafemanSun(ref PlayerDrawSet drawinfo)
static void DrawPlayer_31_ProjectileOverArm(ref PlayerDrawSet drawinfo)
static void DrawPlayer_01_2_JimsCloak(ref PlayerDrawSet drawinfo)
static void DrawPlayer_23_MountFront(ref PlayerDrawSet drawinfo)
static void DrawPlayer_25_Shield(ref PlayerDrawSet drawinfo)
static bool IsArmorDrawnWhenInvisible(int torsoID)
static void DrawPlayer_27_HeldItem(ref PlayerDrawSet drawinfo)
static void DrawPlayer_16_ArmorLongCoat(ref PlayerDrawSet drawinfo)
static void DrawPlayer_01_BackHair(ref PlayerDrawSet drawinfo)
const int DEFAULT_MAX_SPRITES
static void DrawPlayer_19_WaistAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_13_Leggings(ref PlayerDrawSet drawinfo)
static void DrawPlayer_34_ElectrifiedDebuffFront(ref PlayerDrawSet drawinfo)
static void DrawPlayer_24_Pulley(ref PlayerDrawSet drawinfo)
static void DrawPlayer_15_SkinLongCoat(ref PlayerDrawSet drawinfo)
static void DrawPlayer_11_Balloons(ref PlayerDrawSet drawinfo)
static void DrawPlayer_20_NeckAcc(ref PlayerDrawSet drawinfo)
static bool IsBottomOverridden(ref PlayerDrawSet drawinfo)
static void DrawPlayer_DrawSelectionRect(ref PlayerDrawSet drawinfo)
static void DrawPlayer_extra_TorsoPlus(ref PlayerDrawSet drawinfo)
static Vector2 GetCompositeOffset_FrontArm(ref PlayerDrawSet drawinfo)
static void DrawSittingLegs(ref PlayerDrawSet drawinfo, Texture2D textureToDraw, Color matchingColor, int shaderIndex=0, bool glowmask=false)
static void DrawPlayer_RenderAllLayers(ref PlayerDrawSet drawinfo)
static void DrawTiedBalloons(ref PlayerDrawSet drawinfo)
static void DrawPlayer_12_Skin(ref PlayerDrawSet drawinfo)
static void DrawPlayer_01_3_BackHead(ref PlayerDrawSet drawinfo)
static void DrawPlayer_36_CTG(ref PlayerDrawSet drawinfo)
static void DrawSittingLongCoats(ref PlayerDrawSet drawinfo, int specialLegCoat, Texture2D textureToDraw, Color matchingColor, int shaderIndex=0, bool glowmask=false)
static void DrawPlayer_TransformDrawData(ref PlayerDrawSet drawinfo)
static Vector2 DrawPlayer_21_Head_GetSpecialHatDrawPosition(ref PlayerDrawSet drawinfo, ref Vector2 helmetOffset, Vector2 hatOffset)
static void DrawPlayer_08_1_Tails(ref PlayerDrawSet drawinfo)
static void DrawPlayer_21_Head_TheFace(ref PlayerDrawSet drawinfo)
static void DrawPlayer_22_FaceAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_12_1_BalloonFronts(ref PlayerDrawSet drawinfo)
static void DrawPlayer_07_LeinforsHairShampoo(ref PlayerDrawSet drawinfo)
static void DrawPlayer_10_BackAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_06_WebbedDebuffBack(ref PlayerDrawSet drawinfo)
static void DrawPlayer_38_EyebrellaCloud(ref PlayerDrawSet drawinfo)
static void DrawPlayer_14_2_GlassSlipperSparkles(ref PlayerDrawSet drawinfo)
static bool DrawPlayer_08_PlayerVisuallyHasFullArmorSet(PlayerDrawSet drawinfo, int head, int body, int legs)
static void DrawPlayer_17_TorsoComposite(ref PlayerDrawSet drawinfo)
static void DrawPlayer_extra_TorsoMinus(ref PlayerDrawSet drawinfo)
static void DrawPlayer_04_ElectrifiedDebuffBack(ref PlayerDrawSet drawinfo)
static void DrawPlayer_12_SkinComposite_BackArmShirt(ref PlayerDrawSet drawinfo)
static void DrawPlayer_26_SolarShield(ref PlayerDrawSet drawinfo)
static void DrawPlayer_21_Head(ref PlayerDrawSet drawinfo)
static void DrawPlayer_32_FrontAcc_BackPart(ref PlayerDrawSet drawinfo)
static int CompareDrawSorterByYScale(DrawData a, DrawData b)
static int NewDust(Vector2 Position, int Width, int Height, int Type, float SpeedX=0f, float SpeedY=0f, int Alpha=0, Color newColor=default(Color), float Scale=1f)
static Color GetShimmerGlitterColor(bool top, float worldPositionX, float worldPositionY)
static PlayerRainbowWingsTextureContent PlayerRainbowWings
static Asset< Texture2D >[] AccWaist
static Asset< Texture2D >[] PlayerHair
static Asset< Texture2D >[] AccHandsOffComposite
static Asset< Texture2D >[] ArmorHead
static Asset< Texture2D >[] AccHandsOnComposite
static Asset< Texture2D >[] AccShoes
static Asset< Texture2D >[] FemaleBody
static Asset< Texture2D >[] AccShield
static Asset< Texture2D >[] ArmorBodyComposite
static Asset< Texture2D >[] Projectile
static Asset< Texture2D >[] AccBalloon
static Asset< Texture2D >[] GlowMask
static Asset< Texture2D > Beetle
static Asset< Texture2D > Pulley
static Asset< Texture2D >[] Wings
static Asset< Texture2D >[] BackPack
static Asset< Texture2D > JackHat
static Asset< Texture2D > IceBarrier
static Asset< Texture2D >[] AccFront
static Asset< Texture2D >[] Item
static Asset< Texture2D >[] ArmorLeg
static Asset< Texture2D >[] Extra
static Asset< Texture2D >[] PlayerHairAlt
static Asset< Texture2D >[] Flames
static Asset< Texture2D >[,] Players
static Asset< Texture2D >[] ArmorArm
static Asset< Texture2D >[] ItemFlame
static Asset< Texture2D >[] AccHandsOff
static Asset< Texture2D >[] AccBeard
static Asset< Texture2D >[] AccHandsOn
static Asset< Texture2D > FlyingCarpet
static Asset< Texture2D >[] AccFace
static Asset< Texture2D >[] AccBack
static Asset< Texture2D >[] Gem
static Asset< Texture2D >[] ArmorBody
static Asset< Texture2D > Frozen
static Asset< Texture2D >[] AccNeck
static ArmorShaderDataSet Armor
static readonly int Count
static bool[] UsesTorsoFraming
static readonly int Count
static bool[] UseHairColor
static readonly int Count
static bool[] PreventHairDraw
static bool[] DrawInFaceUnderHairLayer
static readonly sbyte Count
static readonly int Count
static readonly int Count
static readonly int Count
static bool[] UseSkinColor
static int[] FrontToBackID
static bool[] PreventBeardDraw
static readonly int Count
static readonly int Count
static readonly int Count
static readonly int Count
static readonly int Count
static bool[] UsesTorsoFraming
static readonly int Count
static int ColorOnlyShaderIndex
static bool[] HeldProjDoesNotUsePlayerGfxOffY
Color GetColor(Color newColor)
Color GetAlpha(Color newColor)
static Color GetColor(Point tileCoords)
static Color GetColorClamped(int x, int y, Color oldColor)
static SpriteBatch spriteBatch
static Effect pixelShader
static Vector2[] OffsetsPlayerHeadgear
static Vector2[] OffsetsPlayerOffhand
static Vector2 screenPosition
static byte mouseTextColor
static Vector2 DrawPlayerItemPos(float gravdir, int itemtype)
static Projectile[] projectile
static UnifiedRandom rand
static Vector3 rgbToHsl(Microsoft.Xna.Framework.Color newColor)
static float GlobalTimeWrappedHourly
static GraphicsDeviceManager graphics
static bool AnyDanger(bool quickBossNPCCheck=false, bool ignorePillarsAndMoonlordCountdown=false)
static void GetItemLight(ref Color currentColor, Item item, bool outInTheWorld=false)
static float Remap(float fromValue, float fromMin, float fromMax, float toMin, float toMax, bool clamped=true)
static int RandomInt(ref ulong seed, int max)
static float GetLerpValue(float from, float to, float t, bool clamped=false)
static void DrawRect(SpriteBatch spriteBatch, Rectangle rect, Color color)
static Rectangle CenteredRectangle(Vector2 center, Vector2 size)
CompositePlayerDrawContext
static Color Lerp(Color value1, Color value2, float amount)
static Matrix CreateRotationZ(float radians)
static Vector2 Transform(Vector2 position, Matrix matrix)
static float Distance(Vector2 value1, Vector2 value2)
static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)
static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
static void GetDrawBoundary(List< DrawData > playerDrawData, out Vector2 lowest, out Vector2 highest)