370 {
372 {
382 }
384 {
394 }
395 if (
drawinfo.heldItem.type == 4818 &&
drawinfo.drawPlayer.ownedProjectileCounts[902] == 0)
396 {
397 int num = 8;
403 }
405 {
412 }
413 else
414 {
416 {
417 return;
418 }
423 int shader = 0;
424 if (
drawinfo.drawPlayer.turtleArmor)
425 {
428 }
429 else if (
drawinfo.drawPlayer.body == 106)
430 {
433 }
434 else if (
drawinfo.drawPlayer.body == 170)
435 {
438 }
439 else
440 {
442 {
443 case 1178:
445 break;
446 case 779:
448 break;
449 case 5134:
451 break;
452 case 1295:
454 break;
455 case 1910:
457 break;
458 }
459 }
466 {
467 case 7:
468 {
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;
472 break;
473 }
474 case 4:
475 case 6:
476 {
478 item.shader = shader;
480 break;
481 }
482 default:
483 {
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;
487 break;
488 }
489 }
490 }
491 }
void Add(TKey key, TValue value)
static bool DrawPlayer_08_PlayerVisuallyHasFullArmorSet(PlayerDrawSet drawinfo, int head, int body, int legs)
static Asset< Texture2D >[] BackPack
static Asset< Texture2D >[] Extra
static Asset< Texture2D >[] AccBack
static readonly int Count