70        float num = 2f * scale;
 
   72        color *= alpha * alpha;
 
   74        black *= alpha * alpha;
 
   76        for (
int i = 0; i < 
list.Count; i++)
 
  105            value2.color = color;
 
 
  147        if (!
drawInfo.drawPlayer.mount.Active || !
drawInfo.drawPlayer.UsingSuperCart)
 
  151        for (
int i = 0; i < 1000; i++)
 
 
  220        if (
drawInfo.drawFrontAccInNeckAccLayer)
 
  241        if (!
drawInfo.drawFrontAccInNeckAccLayer)
 
 
  273        if (drawPlayer.
ghost)
 
  275            for (
int i = 0; i < 3; i++)
 
  278                vector = drawPlayer.position - drawPlayer.velocity * (2 + i * 2);
 
  290                    drawPlayer.itemFlameCount = 5;
 
  291                    for (
int j = 0; 
j < 7; 
j++)
 
  300                int num = drawPlayer.eocDash / 4;
 
  305                for (
int k = 0; 
k < num; 
k++)
 
  311            if (drawPlayer.
invis)
 
  313                drawPlayer.armorEffectDrawOutlines = 
false;
 
  314                drawPlayer.armorEffectDrawShadow = 
false;
 
  315                drawPlayer.armorEffectDrawShadowSubtle = 
false;
 
  317                if (drawPlayer.
aggro <= -750)
 
  323                    drawPlayer.invis = 
false;
 
  325                    drawPlayer.invis = 
true;
 
  333                    drawPlayer.ghostFade += drawPlayer.ghostDir * 0.075f;
 
  337                    drawPlayer.ghostDir = 1f;
 
  338                    drawPlayer.ghostFade = 0.1f;
 
  340                else if ((
double)drawPlayer.
ghostFade > 0.9)
 
  342                    drawPlayer.ghostDir = -1f;
 
  343                    drawPlayer.ghostFade = 0.9f;
 
  345                float num2 = drawPlayer.ghostFade * 5f;
 
  346                for (
int l = 0; 
l < 4; 
l++)
 
  378                    drawPlayer.ghostFade += drawPlayer.ghostDir * 0.025f;
 
  382                    drawPlayer.ghostDir = 1f;
 
  383                    drawPlayer.ghostFade = 0.1f;
 
  385                else if ((
double)drawPlayer.
ghostFade > 0.9)
 
  387                    drawPlayer.ghostDir = -1f;
 
  388                    drawPlayer.ghostFade = 0.9f;
 
  390                float num5 = drawPlayer.ghostFade * 5f;
 
  391                for (
int m = 0; 
m < 4; 
m++)
 
  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));
 
  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;
 
  451                drawPlayer.shadowDodgeCount += 1f;
 
  454                    drawPlayer.shadowDodgeCount = 30f;
 
  459                drawPlayer.shadowDodgeCount -= 1f;
 
  462                    drawPlayer.shadowDodgeCount = 0f;
 
  469                position.Y = drawPlayer.position.Y + drawPlayer.
gfxOffY;
 
  489            position.Y += drawPlayer.
gfxOffY;
 
  494            else if (!drawPlayer.
invis)
 
 
  504        if (!drawPlayer.
dead)
 
  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);
 
 
  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)));
 
 
 
static readonly BlendState AlphaBlend
 
static readonly DepthStencilState None
 
static readonly SamplerState AnisotropicClamp
 
static readonly SamplerState LinearClamp
 
static float Lerp(float value1, float value2, float amount)
 
void AddRange(IEnumerable< T > collection)
 
static double Abs(double value)
 
static byte Max(byte val1, byte val2)
 
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)
 
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)
 
readonly List< int > _gore
 
readonly List< int > _dust
 
static void DrawPlayer_MountTransformation(ref PlayerDrawSet drawInfo)
 
static void DrawPlayer_UseNormalLayers(ref PlayerDrawSet drawInfo)
 
static SamplerState MountedSamplerState
 
void CreateOutlines(float alpha, float scale, Color borderColor)
 
void DrawPlayers(Camera camera, IEnumerable< Player > players)
 
readonly List< DrawData > _drawData
 
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)
 
static int ColorOnlyShaderIndex
 
static Color GetColor(Point tileCoords)
 
static byte mouseTextColor
 
static Projectile[] projectile
 
static UnifiedRandom rand
 
bool armorEffectDrawOutlinesForbidden
 
int brainOfConfusionDodgeAnimationCounter
 
bool armorEffectDrawShadowEOCShield
 
Color GetImmuneAlpha(Color newColor, float alphaReduction)
 
bool armorEffectDrawShadowSubtle
 
bool armorEffectDrawOutlines
 
bool armorEffectDrawShadow
 
bool armorEffectDrawShadowLokis
 
bool armorEffectDrawShadowBasilisk
 
Vector2 fullRotationOrigin
 
static float GetLerpValue(float from, float to, float t, bool clamped=false)
 
static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)