25837 {
25842 float num = proj.scale * 1.1f;
25845 float num3 = Utils.Remap(
num2, 0f, 0.6f, 0f, 1f) * Utils.Remap(
num2, 0.6f, 1f, 1f, 0f);
25846 float num4 = 0.975f;
25847 float fromValue = Lighting.GetColor(
proj.Center.ToTileCoordinates()).ToVector3().Length() / (float)
Math.
Sqrt(3.0);
25857 color5.B = (byte)((
float)(int)
color5.R * (0.25f +
fromValue * 0.75f));
25861 spriteBatch.Draw(val.Value,
vector, val.Frame(1, 4, 0, 3), Microsoft.Xna.Framework.Color.White * 0.6f *
num3, proj.rotation +
proj.ai[0] * 0.01f, origin, num, effects, 0f);
25862 spriteBatch.Draw(val.Value,
vector, val.Frame(1, 4, 0, 3), Microsoft.Xna.Framework.Color.White * 0.5f *
num3, proj.rotation +
proj.ai[0] * -0.05f, origin, num * 0.8f, effects, 0f);
25863 spriteBatch.Draw(val.Value,
vector, val.Frame(1, 4, 0, 3), Microsoft.Xna.Framework.Color.White * 0.4f *
num3, proj.rotation +
proj.ai[0] * -0.1f, origin, num * 0.6f, effects, 0f);
25865 {
25866 float num6 = proj.rotation +
proj.ai[0] *
num5 * ((float)
Math.
PI * -2f) * 0.025f + Utils.Remap(
num2, 0f, 1f, 0f, (
float)Math.PI / 4f) *
proj.ai[0];
25869 DrawPrettyStarSparkle(
proj.Opacity,
SpriteEffects.None,
drawpos,
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0) *
num3 *
num7,
color3,
num2, 0f, 0.5f, 0.5f, 1f,
num6,
new Vector2(0f, Utils.Remap(
num2, 0f, 1f, 3f, 0f)) * num,
Vector2.
One * num);
25870 }
25871 Vector2 drawpos2 =
vector + (proj.rotation + Utils.Remap(
num2, 0f, 1f, 0f, (
float)
Math.
PI / 4f) *
proj.ai[0]).ToRotationVector2() * ((float)val.Width() * 0.5f - 4f) * num;
25872 DrawPrettyStarSparkle(
proj.Opacity,
SpriteEffects.None,
drawpos2,
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0) *
num3 * 0.5f,
color3,
num2, 0f, 0.5f, 0.5f, 1f, 0f,
new Vector2(2f, Utils.Remap(
num2, 0f, 1f, 4f, 1f)) * num,
Vector2.
One * num);
25873 }
static double Sqrt(double d)
static Asset< Texture2D >[] Projectile
static void DrawPrettyStarSparkle(float opacity, SpriteEffects dir, Vector2 drawpos, Microsoft.Xna.Framework.Color drawColor, Microsoft.Xna.Framework.Color shineColor, float flareCounter, float fadeInStart, float fadeInEnd, float fadeOutStart, float fadeOutEnd, float rotation, Vector2 scale, Vector2 fatness)
static SpriteBatch spriteBatch
static Vector2 screenPosition