2369 {
2371 {
2372 if (
drawinfo.drawPlayer.pulleyDir == 2)
2373 {
2374 int num = -25;
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);
2379 }
2380 else
2381 {
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);
2387 }
2388 }
2389 }
void Add(TKey key, TValue value)
static Asset< Texture2D > Pulley