12263 {
12265 {
12267 }
12268 bool flag = false;
12269 for (
int j = 0;
j < 58;
j++)
12270 {
12275 {
12277 }
12279 {
12280 flag = true;
12281 }
12282 }
12284 {
12286 }
12287 for (
int k = 0;
k < 10;
k++)
12288 {
12291 {
12292 if (
item.accessory)
12293 {
12295 }
12297 }
12298 }
12299 if (flag)
12300 {
12301 for (
int l = 0;
l < 40;
l++)
12302 {
12305 {
12308 }
12309 }
12310 }
12314 if (
whoAmI == Main.myPlayer)
12315 {
12316 Main.musicBoxNotModifiedByVolume = -1;
12317 }
12318 for (
int m = 3;
m < 10;
m++)
12319 {
12321 {
12323 }
12324 }
12326 {
12328 }
12330 {
12343 }
12345 {
12348 }
12349 for (
int n = 3;
n < 10;
n++)
12350 {
12352 {
12354 {
12356 }
12358 }
12359 }
12360 for (int num = 13; num < 20; num++)
12361 {
12363 {
12365 }
12366 }
12368 {
12370 }
12371 if (
whoAmI == Main.myPlayer && Main.SceneMetrics.HasClock &&
accWatch < 3)
12372 {
12374 }
12376 {
12378 }
12380 {
12382 }
12384 {
12386 }
12388 {
12391 }
12393 {
12395 }
12398 {
12400 }
12402 {
12404 }
12406 {
12409 }
12411 {
12413 }
12417 {
12420 }
12422 {
12425 }
12426 }
static bool[] WorksInVoidBag
static readonly short Count
bool equippedAnyWallSpeedAcc
bool hasLuck_LuckyHorseshoe
void GrantPrefixBenefits(Item item)
void RefreshInfoAccsFromItemType(int accType)
void RefreshInfoAccsFromTeamPlayers()
void ApplyEquipFunctional(int itemSlot, Item currentItem)
bool UpdateEquips_CanItemGrantBenefits(int itemSlot, Item item)
bool[] hideVisibleAccessory
bool IsItemSlotUnlockedAndUsable(int slot)
bool equippedAnyTileSpeedAcc
void RefreshMechanicalAccsFromItemType(int accType)
void ApplyEquipVanity(int itemSlot, Item currentItem)
float equipmentBasedLuckBonus
void GrantArmorBenefits(Item armorPiece)
int[] ownedProjectileCounts
void DoEyebrellaRainEffect()
bool equippedAnyTileRangeAcc
float lastEquipmentBasedLuckBonus