2392 {
2394 {
2395 return;
2396 }
2398 if (
drawinfo.drawPlayer.shieldRaised)
2399 {
2400 zero.Y -= 4f *
drawinfo.drawPlayer.gravDir;
2401 }
2406 {
2410 {
2411 bodyVect.X = (float)bodyFrame.
Width - bodyVect.
X;
2412 }
2413 }
2415 if (
drawinfo.drawPlayer.shieldRaised)
2416 {
2417 float num = (float)
Math.
Sin(Main.GlobalTimeWrappedHourly * ((
float)
Math.
PI * 2f));
2418 float x = 2.5f + 1.5f * num;
2420 colorArmorBody.A = 0;
2421 colorArmorBody *= 0.45f - num * 0.15f;
2423 {
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);
2427 }
2428 }
2432 if (
drawinfo.drawPlayer.shieldRaised)
2433 {
2440 }
2441 if (
drawinfo.drawPlayer.shieldRaised &&
drawinfo.drawPlayer.shieldParryTimeLeft > 0)
2442 {
2443 float num4 = (float)
drawinfo.drawPlayer.shieldParryTimeLeft / 20f;
2448 Vector2 vector2 = drawinfo.Position + drawinfo.drawPlayer.Size / 2f - Main.screenPosition;
2457 }
2458 if (
drawinfo.drawPlayer.mount.Cart)
2459 {
2461 }
2462 }
void Add(TKey key, TValue value)
static double Sin(double a)
static Asset< Texture2D >[] AccShield
static readonly int Count