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)