Terraria v1.4.4.9
Terraria source code documentation
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◆ DrawPlayer_11_Balloons()

static void Terraria.DataStructures.PlayerDrawLayers.DrawPlayer_11_Balloons ( ref PlayerDrawSet drawinfo)
inlinestatic

Definition at line 959 of file PlayerDrawLayers.cs.

960 {
961 if (drawinfo.drawPlayer.balloon <= 0 || drawinfo.drawPlayer.balloon >= ArmorIDs.Balloon.Count)
962 {
963 return;
964 }
965 DrawData item;
966 if (ArmorIDs.Balloon.Sets.UsesTorsoFraming[drawinfo.drawPlayer.balloon])
967 {
968 item = new DrawData(TextureAssets.AccBalloon[drawinfo.drawPlayer.balloon].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 + drawinfo.bodyVect, drawinfo.drawPlayer.bodyFrame, drawinfo.colorArmorBody, drawinfo.drawPlayer.bodyRotation, drawinfo.bodyVect, 1f, drawinfo.playerEffect);
969 item.shader = drawinfo.cBalloon;
970 drawinfo.DrawDataCache.Add(item);
971 return;
972 }
973 int num = ((Main.hasFocus && (!Main.ingameOptionsWindow || !Main.autoPause)) ? (DateTime.Now.Millisecond % 800 / 200) : 0);
974 Vector2 vector = Main.OffsetsPlayerOffhand[drawinfo.drawPlayer.bodyFrame.Y / 56];
975 if (drawinfo.drawPlayer.direction != 1)
976 {
977 vector.X = (float)drawinfo.drawPlayer.width - vector.X;
978 }
979 if (drawinfo.drawPlayer.gravDir != 1f)
980 {
981 vector.Y -= drawinfo.drawPlayer.height;
982 }
983 Vector2 vector2 = new Vector2(0f, 8f) + new Vector2(0f, 6f);
984 Vector2 vector3 = new Vector2((int)(drawinfo.Position.X - Main.screenPosition.X + vector.X), (int)(drawinfo.Position.Y - Main.screenPosition.Y + vector.Y * drawinfo.drawPlayer.gravDir));
985 vector3 = drawinfo.Position - Main.screenPosition + vector * new Vector2(1f, drawinfo.drawPlayer.gravDir) + new Vector2(0f, drawinfo.drawPlayer.height - drawinfo.drawPlayer.bodyFrame.Height) + vector2;
986 vector3 = vector3.Floor();
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);
988 item.shader = drawinfo.cBalloon;
989 drawinfo.DrawDataCache.Add(item);
990 }
void Add(TKey key, TValue value)
static Asset< Texture2D >[] AccBalloon
static readonly int Count
Definition ArmorIDs.cs:2088

References Terraria.GameContent.TextureAssets.AccBalloon, System.Collections.Generic.Dictionary< TKey, TValue >.Add(), Terraria.Main.autoPause, Terraria.ID.ArmorIDs.Balloon.Count, System.item, Terraria.Main.OffsetsPlayerOffhand, Terraria.Main.screenPosition, Terraria.ID.ArmorIDs.Balloon.Sets.UsesTorsoFraming, and Microsoft.Xna.Framework.Graphics.Vector2.

Referenced by Terraria.Graphics.Renderers.LegacyPlayerRenderer.DrawPlayer_UseNormalLayers().