Terraria v1.4.4.9
Terraria source code documentation
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LegacyPlayerRenderer.cs
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1using System;
7using Terraria.ID;
8
10
12{
13 private readonly List<DrawData> _drawData = new List<DrawData>();
14
15 private readonly List<int> _dust = new List<int>();
16
17 private readonly List<int> _gore = new List<int>();
18
20 {
21 get
22 {
23 if (!Main.drawToScreen)
24 {
26 }
28 }
29 }
30
32 {
33 foreach (Player player in players)
34 {
35 DrawPlayerFull(camera, player);
36 }
37 }
38
61
62 private void CreateOutlines(float alpha, float scale, Color borderColor)
63 {
65 {
66 return;
67 }
70 float num = 2f * scale;
71 Color color = borderColor;
72 color *= alpha * alpha;
74 black *= alpha * alpha;
76 for (int i = 0; i < list.Count; i++)
77 {
78 DrawData value = list[i];
79 value.shader = colorOnlyShaderIndex;
80 value.color = black;
81 list[i] = value;
82 }
83 int num2 = 2;
85 for (int j = -num2; j <= num2; j++)
86 {
87 for (int k = -num2; k <= num2; k++)
88 {
89 if (Math.Abs(j) + Math.Abs(k) == num2)
90 {
91 vector = new Vector2((float)j * num, (float)k * num);
92 for (int l = 0; l < list.Count; l++)
93 {
95 item.position += vector;
97 }
98 }
99 }
100 }
101 for (int m = 0; m < list.Count; m++)
102 {
104 value2.shader = colorOnlyShaderIndex;
105 value2.color = color;
106 list[m] = value2;
107 }
109 num2 = 1;
110 for (int n = -num2; n <= num2; n++)
111 {
112 for (int num3 = -num2; num3 <= num2; num3++)
113 {
114 if (Math.Abs(n) + Math.Abs(num3) == num2)
115 {
116 vector = new Vector2((float)n * num, (float)num3 * num);
117 for (int num4 = 0; num4 < list.Count; num4++)
118 {
120 item2.position += vector;
122 }
123 }
124 }
125 }
127 }
128
129 public void DrawPlayer(Camera camera, Player drawPlayer, Vector2 position, float rotation, Vector2 rotationOrigin, float shadow = 0f, float scale = 1f)
130 {
131 if (drawPlayer.ShouldNotDraw)
132 {
133 return;
134 }
137 _dust.Clear();
138 _gore.Clear();
139 drawInfo.BoringSetup(drawPlayer, _drawData, _dust, _gore, position, shadow, rotation, rotationOrigin);
142 if (scale != 1f)
143 {
145 }
147 if (!drawInfo.drawPlayer.mount.Active || !drawInfo.drawPlayer.UsingSuperCart)
148 {
149 return;
150 }
151 for (int i = 0; i < 1000; i++)
152 {
153 if (Main.projectile[i].active && Main.projectile[i].owner == drawInfo.drawPlayer.whoAmI && Main.projectile[i].type == 591)
154 {
155 Main.instance.DrawProj(i);
156 }
157 }
158 }
159
168
170 {
195 if (drawInfo.weaponDrawOrder == WeaponDrawOrder.BehindBackArm)
196 {
198 }
200 if (drawInfo.drawPlayer.wearsRobe && drawInfo.drawPlayer.body != 166)
201 {
204 }
205 else
206 {
209 }
220 if (drawInfo.drawFrontAccInNeckAccLayer)
221 {
225 }
234 if (drawInfo.weaponDrawOrder == WeaponDrawOrder.BehindFrontArm)
235 {
237 }
241 if (!drawInfo.drawFrontAccInNeckAccLayer)
242 {
244 }
246 if (drawInfo.weaponDrawOrder == WeaponDrawOrder.OverFrontArm)
247 {
249 }
258 }
259
260 private void DrawPlayerFull(Camera camera, Player drawPlayer)
261 {
262 SpriteBatch spriteBatch = camera.SpriteBatch;
263 SamplerState samplerState = camera.Sampler;
264 if (drawPlayer.mount.Active && drawPlayer.fullRotation != 0f)
265 {
266 samplerState = MountedSamplerState;
267 }
268 spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, samplerState, DepthStencilState.None, camera.Rasterizer, null, camera.GameViewMatrix.TransformationMatrix);
269 if (Main.gamePaused)
270 {
271 drawPlayer.PlayerFrame();
272 }
273 if (drawPlayer.ghost)
274 {
275 for (int i = 0; i < 3; i++)
276 {
277 Vector2 vector = drawPlayer.shadowPos[i];
278 vector = drawPlayer.position - drawPlayer.velocity * (2 + i * 2);
279 DrawGhost(camera, drawPlayer, vector, 0.5f + 0.2f * (float)i);
280 }
281 DrawGhost(camera, drawPlayer, drawPlayer.position);
282 }
283 else
284 {
285 if (drawPlayer.inventory[drawPlayer.selectedItem].flame || drawPlayer.head == 137 || drawPlayer.wings == 22)
286 {
287 drawPlayer.itemFlameCount--;
288 if (drawPlayer.itemFlameCount <= 0)
289 {
290 drawPlayer.itemFlameCount = 5;
291 for (int j = 0; j < 7; j++)
292 {
293 drawPlayer.itemFlamePos[j].X = (float)Main.rand.Next(-10, 11) * 0.15f;
294 drawPlayer.itemFlamePos[j].Y = (float)Main.rand.Next(-10, 1) * 0.35f;
295 }
296 }
297 }
298 if (drawPlayer.armorEffectDrawShadowEOCShield)
299 {
300 int num = drawPlayer.eocDash / 4;
301 if (num > 3)
302 {
303 num = 3;
304 }
305 for (int k = 0; k < num; k++)
306 {
307 DrawPlayer(camera, drawPlayer, drawPlayer.shadowPos[k], drawPlayer.shadowRotation[k], drawPlayer.shadowOrigin[k], 0.5f + 0.2f * (float)k);
308 }
309 }
310 Vector2 position = default(Vector2);
311 if (drawPlayer.invis)
312 {
313 drawPlayer.armorEffectDrawOutlines = false;
314 drawPlayer.armorEffectDrawShadow = false;
315 drawPlayer.armorEffectDrawShadowSubtle = false;
316 position = drawPlayer.position;
317 if (drawPlayer.aggro <= -750)
318 {
319 DrawPlayer(camera, drawPlayer, position, drawPlayer.fullRotation, drawPlayer.fullRotationOrigin, 1f);
320 }
321 else
322 {
323 drawPlayer.invis = false;
324 DrawPlayer(camera, drawPlayer, position, drawPlayer.fullRotation, drawPlayer.fullRotationOrigin);
325 drawPlayer.invis = true;
326 }
327 }
328 if (drawPlayer.armorEffectDrawOutlines)
329 {
330 _ = drawPlayer.position;
331 if (!Main.gamePaused)
332 {
333 drawPlayer.ghostFade += drawPlayer.ghostDir * 0.075f;
334 }
335 if ((double)drawPlayer.ghostFade < 0.1)
336 {
337 drawPlayer.ghostDir = 1f;
338 drawPlayer.ghostFade = 0.1f;
339 }
340 else if ((double)drawPlayer.ghostFade > 0.9)
341 {
342 drawPlayer.ghostDir = -1f;
343 drawPlayer.ghostFade = 0.9f;
344 }
345 float num2 = drawPlayer.ghostFade * 5f;
346 for (int l = 0; l < 4; l++)
347 {
348 float num3;
349 float num4;
350 switch (l)
351 {
352 default:
353 num3 = num2;
354 num4 = 0f;
355 break;
356 case 1:
357 num3 = 0f - num2;
358 num4 = 0f;
359 break;
360 case 2:
361 num3 = 0f;
362 num4 = num2;
363 break;
364 case 3:
365 num3 = 0f;
366 num4 = 0f - num2;
367 break;
368 }
369 position = new Vector2(drawPlayer.position.X + num3, drawPlayer.position.Y + drawPlayer.gfxOffY + num4);
370 DrawPlayer(camera, drawPlayer, position, drawPlayer.fullRotation, drawPlayer.fullRotationOrigin, drawPlayer.ghostFade);
371 }
372 }
374 {
375 _ = drawPlayer.position;
376 if (!Main.gamePaused)
377 {
378 drawPlayer.ghostFade += drawPlayer.ghostDir * 0.025f;
379 }
380 if ((double)drawPlayer.ghostFade < 0.1)
381 {
382 drawPlayer.ghostDir = 1f;
383 drawPlayer.ghostFade = 0.1f;
384 }
385 else if ((double)drawPlayer.ghostFade > 0.9)
386 {
387 drawPlayer.ghostDir = -1f;
388 drawPlayer.ghostFade = 0.9f;
389 }
390 float num5 = drawPlayer.ghostFade * 5f;
391 for (int m = 0; m < 4; m++)
392 {
393 float num6;
394 float num7;
395 switch (m)
396 {
397 default:
398 num6 = num5;
399 num7 = 0f;
400 break;
401 case 1:
402 num6 = 0f - num5;
403 num7 = 0f;
404 break;
405 case 2:
406 num6 = 0f;
407 num7 = num5;
408 break;
409 case 3:
410 num6 = 0f;
411 num7 = 0f - num5;
412 break;
413 }
414 position = new Vector2(drawPlayer.position.X + num6, drawPlayer.position.Y + drawPlayer.gfxOffY + num7);
415 DrawPlayer(camera, drawPlayer, position, drawPlayer.fullRotation, drawPlayer.fullRotationOrigin, drawPlayer.ghostFade);
416 }
417 }
418 if (drawPlayer.armorEffectDrawShadowBasilisk)
419 {
420 int num8 = (int)(drawPlayer.basiliskCharge * 3f);
421 for (int n = 0; n < num8; n++)
422 {
423 DrawPlayer(camera, drawPlayer, drawPlayer.shadowPos[n], drawPlayer.shadowRotation[n], drawPlayer.shadowOrigin[n], 0.5f + 0.2f * (float)n);
424 }
425 }
426 else if (drawPlayer.armorEffectDrawShadow)
427 {
428 for (int num9 = 0; num9 < 3; num9++)
429 {
430 DrawPlayer(camera, drawPlayer, drawPlayer.shadowPos[num9], drawPlayer.shadowRotation[num9], drawPlayer.shadowOrigin[num9], 0.5f + 0.2f * (float)num9);
431 }
432 }
433 if (drawPlayer.armorEffectDrawShadowLokis)
434 {
435 for (int num10 = 0; num10 < 3; num10++)
436 {
437 DrawPlayer(camera, drawPlayer, Vector2.Lerp(drawPlayer.shadowPos[num10], drawPlayer.position + new Vector2(0f, drawPlayer.gfxOffY), 0.5f), drawPlayer.shadowRotation[num10], drawPlayer.shadowOrigin[num10], MathHelper.Lerp(1f, 0.5f + 0.2f * (float)num10, 0.5f));
438 }
439 }
440 if (drawPlayer.armorEffectDrawShadowSubtle)
441 {
442 for (int num11 = 0; num11 < 4; num11++)
443 {
444 position.X = drawPlayer.position.X + (float)Main.rand.Next(-20, 21) * 0.1f;
445 position.Y = drawPlayer.position.Y + (float)Main.rand.Next(-20, 21) * 0.1f + drawPlayer.gfxOffY;
446 DrawPlayer(camera, drawPlayer, position, drawPlayer.fullRotation, drawPlayer.fullRotationOrigin, 0.9f);
447 }
448 }
449 if (drawPlayer.shadowDodge)
450 {
451 drawPlayer.shadowDodgeCount += 1f;
452 if (drawPlayer.shadowDodgeCount > 30f)
453 {
454 drawPlayer.shadowDodgeCount = 30f;
455 }
456 }
457 else
458 {
459 drawPlayer.shadowDodgeCount -= 1f;
460 if (drawPlayer.shadowDodgeCount < 0f)
461 {
462 drawPlayer.shadowDodgeCount = 0f;
463 }
464 }
465 if (drawPlayer.shadowDodgeCount > 0f)
466 {
467 _ = drawPlayer.position;
468 position.X = drawPlayer.position.X + drawPlayer.shadowDodgeCount;
469 position.Y = drawPlayer.position.Y + drawPlayer.gfxOffY;
470 DrawPlayer(camera, drawPlayer, position, drawPlayer.fullRotation, drawPlayer.fullRotationOrigin, 0.5f + (float)Main.rand.Next(-10, 11) * 0.005f);
471 position.X = drawPlayer.position.X - drawPlayer.shadowDodgeCount;
472 DrawPlayer(camera, drawPlayer, position, drawPlayer.fullRotation, drawPlayer.fullRotationOrigin, 0.5f + (float)Main.rand.Next(-10, 11) * 0.005f);
473 }
474 if (drawPlayer.brainOfConfusionDodgeAnimationCounter > 0)
475 {
476 Vector2 vector2 = drawPlayer.position + new Vector2(0f, drawPlayer.gfxOffY);
478 float y = MathHelper.Lerp(2f, 120f, lerpValue);
479 if (lerpValue >= 0f && lerpValue <= 1f)
480 {
481 for (float num12 = 0f; num12 < (float)Math.PI * 2f; num12 += (float)Math.PI / 3f)
482 {
483 position = vector2 + new Vector2(0f, y).RotatedBy((float)Math.PI * 2f * lerpValue * 0.5f + num12);
484 DrawPlayer(camera, drawPlayer, position, drawPlayer.fullRotation, drawPlayer.fullRotationOrigin, lerpValue);
485 }
486 }
487 }
488 position = drawPlayer.position;
489 position.Y += drawPlayer.gfxOffY;
490 if (drawPlayer.stoned)
491 {
492 DrawPlayerStoned(camera, drawPlayer, position);
493 }
494 else if (!drawPlayer.invis)
495 {
496 DrawPlayer(camera, drawPlayer, position, drawPlayer.fullRotation, drawPlayer.fullRotationOrigin);
497 }
498 }
499 spriteBatch.End();
500 }
501
502 private void DrawPlayerStoned(Camera camera, Player drawPlayer, Vector2 position)
503 {
504 if (!drawPlayer.dead)
505 {
507 spriteEffects = ((drawPlayer.direction != 1) ? SpriteEffects.FlipHorizontally : SpriteEffects.None);
508 camera.SpriteBatch.Draw(TextureAssets.Extra[37].Value, new Vector2((int)(position.X - camera.UnscaledPosition.X - (float)(drawPlayer.bodyFrame.Width / 2) + (float)(drawPlayer.width / 2)), (int)(position.Y - camera.UnscaledPosition.Y + (float)drawPlayer.height - (float)drawPlayer.bodyFrame.Height + 8f)) + drawPlayer.bodyPosition + new Vector2(drawPlayer.bodyFrame.Width / 2, drawPlayer.bodyFrame.Height / 2), null, Lighting.GetColor((int)((double)position.X + (double)drawPlayer.width * 0.5) / 16, (int)((double)position.Y + (double)drawPlayer.height * 0.5) / 16, Color.White), 0f, new Vector2(TextureAssets.Extra[37].Width() / 2, TextureAssets.Extra[37].Height() / 2), 1f, spriteEffects, 0f);
509 }
510 }
511
512 private void DrawGhost(Camera camera, Player drawPlayer, Vector2 position, float shadow = 0f)
513 {
514 byte mouseTextColor = Main.mouseTextColor;
515 SpriteEffects effects = ((drawPlayer.direction != 1) ? SpriteEffects.FlipHorizontally : SpriteEffects.None);
516 Color immuneAlpha = drawPlayer.GetImmuneAlpha(Lighting.GetColor((int)((double)drawPlayer.position.X + (double)drawPlayer.width * 0.5) / 16, (int)((double)drawPlayer.position.Y + (double)drawPlayer.height * 0.5) / 16, new Color(mouseTextColor / 2 + 100, mouseTextColor / 2 + 100, mouseTextColor / 2 + 100, mouseTextColor / 2 + 100)), shadow);
517 immuneAlpha.A = (byte)((float)(int)immuneAlpha.A * (1f - Math.Max(0.5f, shadow - 0.5f)));
518 Rectangle value = new Rectangle(0, TextureAssets.Ghost.Height() / 4 * drawPlayer.ghostFrame, TextureAssets.Ghost.Width(), TextureAssets.Ghost.Height() / 4);
519 Vector2 origin = new Vector2((float)value.Width * 0.5f, (float)value.Height * 0.5f);
520 camera.SpriteBatch.Draw(TextureAssets.Ghost.Value, new Vector2((int)(position.X - camera.UnscaledPosition.X + (float)(value.Width / 2)), (int)(position.Y - camera.UnscaledPosition.Y + (float)(value.Height / 2))), value, immuneAlpha, 0f, origin, 1f, effects, 0f);
521 }
522}
static readonly BlendState AlphaBlend
Definition BlendState.cs:36
static readonly SamplerState AnisotropicClamp
static readonly SamplerState LinearClamp
static float Lerp(float value1, float value2, float amount)
Definition MathHelper.cs:53
void AddRange(IEnumerable< T > collection)
Definition List.cs:275
static double Abs(double value)
const double PI
Definition Math.cs:16
static byte Max(byte val1, byte val2)
Definition Math.cs:738
static void DrawPlayer_RenderAllLayers(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_03_HelmetHair(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_05_TallHats(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_02_DrawArmorWithFullHair(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_01_FaceSkin(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_06_NormalHats(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_04_HatsWithFullHair(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_07_JustHair(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_00_BackHelmet(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_08_FaceAcc(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_JimsDroneRadio(ref PlayerDrawSet drawinfo)
static void DrawPlayer_05_ForbiddenSetRing(ref PlayerDrawSet drawinfo)
static void DrawPlayer_03_PortableStool(ref PlayerDrawSet drawinfo)
static void DrawPlayer_33_FrozenOrWebbedDebuff(ref PlayerDrawSet drawinfo)
static void DrawPlayer_37_BeetleBuff(ref PlayerDrawSet drawinfo)
static void DrawPlayer_02_MountBehindPlayer(ref PlayerDrawSet drawinfo)
static void DrawPlayer_ScaleDrawData(ref PlayerDrawSet drawinfo, float scale)
static void DrawPlayer_14_Shoes(ref PlayerDrawSet drawinfo)
static void DrawPlayer_29_OnhandAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_17_Torso(ref PlayerDrawSet drawinfo)
static void DrawPlayer_30_BladedGlove(ref PlayerDrawSet drawinfo)
static void DrawPlayer_08_Backpacks(ref PlayerDrawSet drawinfo)
static void DrawPlayer_18_OffhandAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_03_Carpet(ref PlayerDrawSet drawinfo)
static void DrawPlayer_28_ArmOverItem(ref PlayerDrawSet drawinfo)
static void DrawPlayer_extra_MountMinus(ref PlayerDrawSet drawinfo)
static void DrawPlayer_extra_MountPlus(ref PlayerDrawSet drawinfo)
static void DrawPlayer_32_FrontAcc_FrontPart(ref PlayerDrawSet drawinfo)
static void DrawPlayer_21_1_Magiluminescence(ref PlayerDrawSet drawinfo)
static void DrawPlayer_MakeIntoFirstFractalAfterImage(ref PlayerDrawSet drawinfo)
static void DrawPlayer_09_Wings(ref PlayerDrawSet drawinfo)
static void DrawPlayer_35_IceBarrier(ref PlayerDrawSet drawinfo)
static void DrawPlayer_05_2_SafemanSun(ref PlayerDrawSet drawinfo)
static void DrawPlayer_31_ProjectileOverArm(ref PlayerDrawSet drawinfo)
static void DrawPlayer_01_2_JimsCloak(ref PlayerDrawSet drawinfo)
static void DrawPlayer_23_MountFront(ref PlayerDrawSet drawinfo)
static void DrawPlayer_25_Shield(ref PlayerDrawSet drawinfo)
static void DrawPlayer_27_HeldItem(ref PlayerDrawSet drawinfo)
static void DrawPlayer_16_ArmorLongCoat(ref PlayerDrawSet drawinfo)
static void DrawPlayer_01_BackHair(ref PlayerDrawSet drawinfo)
static void DrawPlayer_19_WaistAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_13_Leggings(ref PlayerDrawSet drawinfo)
static void DrawPlayer_34_ElectrifiedDebuffFront(ref PlayerDrawSet drawinfo)
static void DrawPlayer_24_Pulley(ref PlayerDrawSet drawinfo)
static void DrawPlayer_15_SkinLongCoat(ref PlayerDrawSet drawinfo)
static void DrawPlayer_11_Balloons(ref PlayerDrawSet drawinfo)
static void DrawPlayer_20_NeckAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_extra_TorsoPlus(ref PlayerDrawSet drawinfo)
static void DrawPlayer_RenderAllLayers(ref PlayerDrawSet drawinfo)
static void DrawPlayer_12_Skin(ref PlayerDrawSet drawinfo)
static void DrawPlayer_01_3_BackHead(ref PlayerDrawSet drawinfo)
static void DrawPlayer_36_CTG(ref PlayerDrawSet drawinfo)
static void DrawPlayer_TransformDrawData(ref PlayerDrawSet drawinfo)
static void DrawPlayer_08_1_Tails(ref PlayerDrawSet drawinfo)
static void DrawPlayer_22_FaceAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_07_LeinforsHairShampoo(ref PlayerDrawSet drawinfo)
static void DrawPlayer_10_BackAcc(ref PlayerDrawSet drawinfo)
static void DrawPlayer_06_WebbedDebuffBack(ref PlayerDrawSet drawinfo)
static void DrawPlayer_38_EyebrellaCloud(ref PlayerDrawSet drawinfo)
static void DrawPlayer_extra_TorsoMinus(ref PlayerDrawSet drawinfo)
static void DrawPlayer_04_ElectrifiedDebuffBack(ref PlayerDrawSet drawinfo)
static void DrawPlayer_26_SolarShield(ref PlayerDrawSet drawinfo)
static void DrawPlayer_21_Head(ref PlayerDrawSet drawinfo)
static void DrawPlayer_32_FrontAcc_BackPart(ref PlayerDrawSet drawinfo)
Vector2 position
Definition Entity.cs:14
static Asset< Texture2D > Ghost
static Asset< Texture2D >[] Extra
void DrawPlayer(Camera camera, Player drawPlayer, Vector2 position, float rotation, Vector2 rotationOrigin, float shadow=0f, float scale=1f)
static void DrawPlayer_MountTransformation(ref PlayerDrawSet drawInfo)
static void DrawPlayer_UseNormalLayers(ref PlayerDrawSet drawInfo)
void CreateOutlines(float alpha, float scale, Color borderColor)
void DrawPlayers(Camera camera, IEnumerable< Player > players)
void DrawPlayerFull(Camera camera, Player drawPlayer)
void DrawPlayerStoned(Camera camera, Player drawPlayer, Vector2 position)
void DrawPlayerHead(Camera camera, Player drawPlayer, Vector2 position, float alpha=1f, float scale=1f, Color borderColor=default(Color))
void DrawGhost(Camera camera, Player drawPlayer, Vector2 position, float shadow=0f)
bool flame
Definition Item.cs:79
static Color GetColor(Point tileCoords)
Definition Lighting.cs:182
static bool drawToScreen
Definition Main.cs:600
static Main instance
Definition Main.cs:283
static byte mouseTextColor
Definition Main.cs:1751
static Projectile[] projectile
Definition Main.cs:1691
static UnifiedRandom rand
Definition Main.cs:1387
static bool gamePaused
Definition Main.cs:1072
bool Active
Definition Mount.cs:345
bool armorEffectDrawOutlinesForbidden
Definition Player.cs:1225
bool ShouldNotDraw
Definition Player.cs:3464
int itemFlameCount
Definition Player.cs:767
int brainOfConfusionDodgeAnimationCounter
Definition Player.cs:919
bool armorEffectDrawShadowEOCShield
Definition Player.cs:1227
Color GetImmuneAlpha(Color newColor, float alphaReduction)
Definition Player.cs:50645
float ghostFade
Definition Player.cs:1187
bool armorEffectDrawShadowSubtle
Definition Player.cs:1217
Vector2[] shadowOrigin
Definition Player.cs:1509
Vector2[] shadowPos
Definition Player.cs:1505
Rectangle bodyFrame
Definition Player.cs:1373
float[] shadowRotation
Definition Player.cs:1507
float basiliskCharge
Definition Player.cs:637
bool shadowDodge
Definition Player.cs:925
bool armorEffectDrawOutlines
Definition Player.cs:1219
bool armorEffectDrawShadow
Definition Player.cs:1215
bool armorEffectDrawShadowLokis
Definition Player.cs:1221
float fullRotation
Definition Player.cs:1291
bool armorEffectDrawShadowBasilisk
Definition Player.cs:1223
float shadowDodgeCount
Definition Player.cs:927
Vector2 fullRotationOrigin
Definition Player.cs:1293
Item[] inventory
Definition Player.cs:1257
void PlayerFrame()
Definition Player.cs:33978
Vector2[] itemFlamePos
Definition Player.cs:765
static float GetLerpValue(float from, float to, float t, bool clamped=false)
Definition Utils.cs:203
static Color Transparent
Definition Color.cs:76
static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)
Definition Vector2.cs:227