34    {
   35        Player localPlayer = Main.LocalPlayer;
 
   37        Color color = 
new Color(Main.mouseTextColor, Main.mouseTextColor, Main.mouseTextColor, Main.mouseTextColor);
 
   39        if (localPlayer.ghost)
   40        {
   41            return;
   42        }
   43        int num = localPlayer.statLifeMax / 20;
   44        int num2 = (localPlayer.statLifeMax - 400) / 5;
   45        if (num2 < 0)
   46        {
   47            num2 = 0;
   48        }
   49        if (num2 > 0)
   50        {
   51            num = localPlayer.statLifeMax / (20 + num2 / 4);
   53        }
   54        int num3 = localPlayer.statLifeMax2 - localPlayer.statLifeMax;
   57        if (num4 >= 10)
   58        {
   59            num4 = 10;
   60        }
   61        string text = Lang.inter[0].Value + 
" " + localPlayer.statLifeMax2 + 
"/" + localPlayer.statLifeMax2;
 
   62        Vector2 vector = FontAssets.MouseText.Value.MeasureString(text);
 
   63        if (!localPlayer.ghost)
   64        {
   65            DynamicSpriteFontExtensionMethods.
DrawString(spriteBatch, FontAssets.MouseText.Value, Lang.inter[0].Value, 
new Vector2((
float)(500 + 13 * num4) - vector.
X * 0.5f + (
float)
UI_ScreenAnchorX, 6f), color, 0f, 
default(
Vector2), 1f, 
SpriteEffects.None, 0f);
 
   66            DynamicSpriteFontExtensionMethods.
DrawString(spriteBatch, FontAssets.MouseText.Value, localPlayer.statLife + 
"/" + localPlayer.statLifeMax2, 
new Vector2((
float)(500 + 13 * num4) + vector.
X * 0.5f + (
float)
UI_ScreenAnchorX, 6f), color, 0f, 
new Vector2(FontAssets.MouseText.Value.MeasureString(localPlayer.statLife + 
"/" + localPlayer.statLifeMax2).X, 0f), 1f, 
SpriteEffects.None, 0f);
 
   67        }
   69        {
   70            int num5 = 255;
   71            float num6 = 1f;
   72            bool flag = false;
   74            {
   75                num5 = 255;
   77                {
   78                    flag = true;
   79                }
   80            }
   81            else
   82            {
   84                num5 = (int)(30f + 225f * num7);
   85                if (num5 < 30)
   86                {
   87                    num5 = 30;
   88                }
   89                num6 = num7 / 4f + 0.75f;
   90                if ((double)num6 < 0.75)
   91                {
   92                    num6 = 0.75f;
   93                }
   94                if (num7 > 0f)
   95                {
   96                    flag = true;
   97                }
   98            }
   99            if (flag)
  100            {
  101                num6 += Main.cursorScale - 1f;
  102            }
  103            int num8 = 0;
  104            int num9 = 0;
  105            if (i > 10)
  106            {
  107                num8 -= 260;
  108                num9 += 26;
  109            }
  110            int a = (int)((double)num5 * 0.9);
  111            if (!localPlayer.ghost)
  112            {
  113                if (num2 > 0)
  114                {
  115                    num2--;
  116                    spriteBatch.
Draw(TextureAssets.Heart2.Value, 
new Vector2(500 + 26 * (i - 1) + num8 + 
UI_ScreenAnchorX + TextureAssets.Heart.Width() / 2, 32f + ((float)TextureAssets.Heart.Height() - (float)TextureAssets.Heart.Height() * num6) / 2f + (
float)num9 + (float)(TextureAssets.Heart.Height() / 2)), 
new Rectangle(0, 0, TextureAssets.Heart.Width(), TextureAssets.Heart.Height()), 
new Color(num5, num5, num5, a), 0f, 
new Vector2(TextureAssets.Heart.Width() / 2, TextureAssets.Heart.Height() / 2), num6, 
SpriteEffects.None, 0f);
 
  117                }
  118                else
  119                {
  120                    spriteBatch.
Draw(TextureAssets.Heart.Value, 
new Vector2(500 + 26 * (i - 1) + num8 + 
UI_ScreenAnchorX + TextureAssets.Heart.Width() / 2, 32f + ((
float)TextureAssets.Heart.Height() - (
float)TextureAssets.Heart.Height() * num6) / 2f + (
float)num9 + (
float)(TextureAssets.Heart.Height() / 2)), 
new Rectangle(0, 0, TextureAssets.Heart.Width(), TextureAssets.Heart.Height()), 
new Color(num5, num5, num5, a), 0f, 
new Vector2(TextureAssets.Heart.Width() / 2, TextureAssets.Heart.Height() / 2), num6, 
SpriteEffects.None, 0f);
 
  121                }
  122            }
  123        }
  124    }
void Draw(Texture2D texture, Vector2 position, Color color)
 
static void DrawString(this SpriteBatch spriteBatch, DynamicSpriteFont spriteFont, string text, Vector2 position, Color color)
 
float UIDisplay_LifePerHeart