892    {
  893        float num = (float)(int)aColor.R * alpha;
  894        float num2 = (float)(int)aColor.G * alpha;
  895        float num3 = (float)(int)aColor.B * alpha;
  896        float num4 = (float)(int)aColor.A * alpha;
  897        switch (waterfallType)
  898        {
  899        case 1:
  900            if (num < 190f * alpha)
  901            {
  902                num = 190f * alpha;
  903            }
  904            if (num2 < 190f * alpha)
  905            {
  906                num2 = 190f * alpha;
  907            }
  908            if (num3 < 190f * alpha)
  909            {
  910                num3 = 190f * alpha;
  911            }
  912            break;
  913        case 2:
  914            num = (float)Main.DiscoR * alpha;
  915            num2 = (float)Main.DiscoG * alpha;
  916            num3 = (float)Main.DiscoB * alpha;
  917            break;
  918        case 15:
  919        case 16:
  920        case 17:
  921        case 18:
  922        case 19:
  923        case 20:
  924        case 21:
  925            num = 255f * alpha;
  926            num2 = 255f * alpha;
  927            num3 = 255f * alpha;
  928            break;
  929        }
  930        aColor = 
new Color((
int)num, (
int)num2, (
int)num3, (
int)num4);
 
  931        return aColor;
  932    }