3200 {
3201 if (!
drawinfo.drawPlayer.shimmering)
3202 {
3204 {
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);
3212 }
3214 {
3215 Color color = drawinfo.colorArmorBody * 0.75f;
3217 int num = drawinfo.drawPlayer.height / 2;
3220 }
3221 }
3222 }
void Add(TKey key, TValue value)
static Asset< Texture2D >[] Extra
static Asset< Texture2D > Frozen