52                float num5 = Main.GlobalTimeWrappedHourly * 0.02f % 1f;
 
 
 
  130                info.SpriteBatch.End();
 
 
  136                info.SpriteBatch.End();
 
 
 
  179            if (info.DisplayOpacity != 0f)
 
  186                _player.socialIgnoreLight = 
true;
 
  189                _player.opacityForAnimation *= info.DisplayOpacity;
 
 
  210            _player.position = info.AnchorPositionOnScreen + 
_anchorOffset;
 
  211            _player.opacityForAnimation = 1f;
 
 
 
  230                playerCountForMultiplayerDifficultyOverride = 1,
 
  231                sizeScaleOverride = 
null,
 
  232                strengthMultiplierOverride = 1f
 
  234            _npc.IsABestiaryIconDummy = 
true;
 
 
  260                _npc.Opacity *= info.DisplayOpacity;
 
 
 
  346                info.SpriteBatch.End();
 
 
  368                info.SpriteBatch.End();
 
 
 
  405                drawData.position += info.AnchorPositionOnScreen + 
_anchorOffset;
 
  406                drawData.color *= _sprite.CurrentOpacity * info.DisplayOpacity;
 
 
 
 
static readonly BlendState AlphaBlend
 
static readonly DepthStencilState None
 
static readonly SamplerState LinearClamp
 
static float Clamp(float value, float min, float max)
 
void Add(TKey key, TValue value)
 
AnimationSegmentWithActions< T > With(IAnimationSegmentAction< T > act)
 
AnimationSegmentWithActions< T > Then(IAnimationSegmentAction< T > act)
 
AnimationSegmentWithActions(int targetTime)
 
void Draw(ref GameAnimationSegment info)
 
int _lastDedicatedTimeNeeded
 
float DedicatedTimeNeeded
 
List< IAnimationSegmentAction< T > > _actions
 
void Bind(IAnimationSegmentAction< T > act)
 
void ProcessActions(T obj, float localTimeForObject)
 
float DedicatedTimeNeeded
 
void Draw(ref GameAnimationSegment info)
 
EmoteSegment(int emoteId, int targetTime, int timeToPlay, Vector2 position, SpriteEffects drawEffect, Vector2 velocity=default(Vector2))
 
Rectangle GetFrame(int wrappedTime)
 
void Draw(ref GameAnimationSegment info)
 
LocalizedTextSegment(float timeInAnimation, LocalizedText textObject, Vector2 anchorOffset)
 
float DedicatedTimeNeeded
 
LocalizedTextSegment(float timeInAnimation, string textKey)
 
LooseSprite(DrawData data, Asset< Texture2D > asset)
 
DrawData _originalDrawData
 
Asset< Texture2D > _asset
 
Vector2 _normalizedOriginForHitbox
 
NPCSegment(int targetTime, int npcId, Vector2 anchorOffset, Vector2 normalizedNPCHitboxOrigin)
 
void ResetNPCAnimation(ref GameAnimationSegment info)
 
override void Bind(IAnimationSegmentAction< NPC > act)
 
override void Draw(ref GameAnimationSegment info)
 
void BeforeDrawing(ref GameAnimationSegment info)
 
void AfterDrawing(ref GameAnimationSegment info)
 
IShaderEffect _shaderEffect
 
PlayerSegment UseShaderEffect(IShaderEffect shaderEffect)
 
override void Draw(ref GameAnimationSegment info)
 
Vector2 _normalizedOriginForHitbox
 
void ResetPlayerAnimation(ref GameAnimationSegment info)
 
PlayerSegment(int targetTime, Vector2 anchorOffset, Vector2 normalizedHitboxOrigin)
 
override void Bind(IAnimationSegmentAction< Player > act)
 
void AfterDrawing(ref GameAnimationSegment info, ref DrawData drawData)
 
MaskedFadeEffect WithPanY(Panning panning)
 
readonly int _verticalFrameCount
 
MaskedFadeEffect(GetMatrixAction fetchMatrixMethod=null, string shaderKey="MaskedFade", int verticalFrameCount=1, int verticalFrameWait=1)
 
void BeforeDrawing(ref GameAnimationSegment info, ref DrawData drawData)
 
Matrix DefaultFetchMatrix()
 
delegate Matrix GetMatrixAction()
 
MaskedFadeEffect WithPanX(Panning panning)
 
GetMatrixAction _fetchMatrix
 
readonly int _verticalFrameWait
 
readonly string _shaderKey
 
void ResetSpriteAnimation(ref GameAnimationSegment info)
 
override void Bind(IAnimationSegmentAction< LooseSprite > act)
 
override void Draw(ref GameAnimationSegment info)
 
IShaderEffect _shaderEffect
 
SpriteSegment UseShaderEffect(IShaderEffect shaderEffect)
 
SpriteSegment(Asset< Texture2D > asset, int targetTime, DrawData data, Vector2 anchorOffset)
 
const float PixelsToRollUpPerFrame
 
static Asset< DynamicSpriteFont > DeathText
 
static Asset< Texture2D >[] Npc
 
static Asset< Texture2D >[] Extra
 
static TownNPCProfiles Instance
 
static readonly int EMOTE_SHEET_VERTICAL_FRAMES
 
static Dictionary< string, MiscShaderData > Misc
 
static LocalizedText GetText(string key)
 
static Matrix CurrentBackgroundMatrixForCreditsRoll
 
static Effect pixelShader
 
static IPlayerRenderer PlayerRenderer
 
static Vector2 screenPosition
 
static SamplerState DefaultSamplerState
 
static RasterizerState Rasterizer
 
static Microsoft.Xna.Framework.Color hslToRgb(Vector3 hslVector)
 
static Player LocalPlayer
 
static Dictionary< int, GameModeData > RegisteredGameModes
 
void SetDefaults(int Type, NPCSpawnParams spawnparams=default(NPCSpawnParams))
 
float opacityForAnimation
 
void ResetVisibleAccessories()
 
void CopyVisuals(Player other)
 
Vector2 fullRotationOrigin
 
static void DrawColorCodedStringShadow(SpriteBatch spriteBatch, DynamicSpriteFont font, TextSnippet[] snippets, Vector2 position, Color baseColor, float rotation, Vector2 origin, Vector2 baseScale, float maxWidth=-1f, float spread=2f)
 
static Vector2 DrawColorCodedString(SpriteBatch spriteBatch, DynamicSpriteFont font, TextSnippet[] snippets, Vector2 position, Color baseColor, float rotation, Vector2 origin, Vector2 baseScale, out int hoveredSnippet, float maxWidth, bool ignoreColors=false)
 
static float GetLerpValue(float from, float to, float t, bool clamped=false)
 
void AfterDrawing(ref GameAnimationSegment info)
 
void BeforeDrawing(ref GameAnimationSegment info)
 
void AfterDrawing(ref GameAnimationSegment info, ref DrawData drawData)
 
void BeforeDrawing(ref GameAnimationSegment info, ref DrawData drawData)
 
float GetPanAmount(float time)