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 }