33859 {
33862 int num = 15;
33877 bool flag = true;
33878 bool flag2 =
false;
33880 {
33881 case 771:
33883 num = 12;
33885 num2 = ((proj.spriteDirection == 1) ? ((
float)Math.PI / 2f) : (-(float)
Math.
PI / 2f));
33894 break;
33895 case 822:
33897 num = 7;
33899 num2 = ((proj.spriteDirection == 1) ? ((
float)Math.PI / 2f) : (-(float)
Math.
PI / 2f));
33906 break;
33907 case 850:
33909 num = 8;
33911 num2 = ((proj.spriteDirection == 1) ? ((
float)Math.PI / 2f) : (-(float)
Math.
PI / 2f));
33920 flag = false;
33921 break;
33922 case 823:
33923 case 846:
33925 if (
proj.type == 846)
33926 {
33928 }
33929 num = 6;
33931 num2 = ((proj.spriteDirection == 1) ? ((
float)Math.PI / 2f) : (-(float)
Math.
PI / 2f));
33938 break;
33939 case 827:
33940 case 844:
33942 if (
proj.type == 844)
33943 {
33945 }
33946 num = 4;
33948 num2 = ((proj.spriteDirection == 1) ? ((
float)Math.PI / 2f) : (-(float)
Math.
PI / 2f));
33955 break;
33956 case 828:
33957 case 829:
33959 if (
proj.type == 829)
33960 {
33962 }
33963 num = 2;
33965 num2 = ((proj.spriteDirection == 1) ? ((
float)Math.PI / 2f) : (-(float)
Math.
PI / 2f));
33972 flag = false;
33974 break;
33975 case 852:
33977 num = 2;
33979 num2 = ((proj.spriteDirection == 1) ? ((
float)Math.PI / 2f) : (-(float)
Math.
PI / 2f));
33986 flag = false;
33988 break;
33989 case 830:
33990 case 838:
33992 if (
proj.type == 838)
33993 {
33995 }
33996 num = 3;
33998 num2 = ((proj.spriteDirection == 1) ? ((
float)Math.PI / 2f) : (-(float)
Math.
PI / 2f));
34007 break;
34008 case 843:
34010 num = 2;
34012 num2 = ((proj.spriteDirection == 1) ? ((
float)Math.PI / 2f) : (-(float)
Math.
PI / 2f));
34019 break;
34020 case 845:
34022 num = 3;
34024 num2 = ((proj.spriteDirection == 1) ? ((
float)Math.PI / 2f) : (-(float)
Math.
PI / 2f));
34033 break;
34034 case 824:
34035 case 826:
34036 case 839:
34037 case 840:
34038 case 853:
34040 break;
34041 case 766:
34042 case 767:
34043 case 768:
34044 case 769:
34045 case 770:
34046 num12 = (proj.type - 766) * 3 + 3;
34047 break;
34048 }
34060 rectangle2.Width -= 2;
34062 rectangle2.X = width * (num - 1);
34072 {
34073 Utils.Swap(
ref velocity.
X,
ref velocity.
Y);
34074 }
34080 {
34082 }
34083 else
34084 {
34088 }
34090 {
34095 {
34097 continue;
34098 }
34100 {
34103 }
34109 {
34110 float num23 = 0.3f;
34113 {
34115 }
34120 {
34122 }
34125 {
34127 }
34131 {
34132 vector2.Y *= 1f +
num23;
34133 vector2.X *= 1f -
num23;
34134 }
34135 else
34136 {
34139 {
34141 }
34145 {
34147 }
34148 vector2.Y *= 1f +
num23;
34149 vector2.X *= 1f -
num23;
34150 }
34151 }
34152 float rotation =
vector2.ToRotation() - (float)
Math.
PI / 2f;
34154 {
34155 value4.Height = (int)
num20;
34156 }
34159 }
34165 {
34167 }
34171 {
34172 rectangle2.X = width * (num - 1);
34178 {
34179 case 1:
34183 break;
34184 case 2:
34188 break;
34189 case 3:
34193 break;
34194 }
34200 {
34202 {
34204 }
34207 {
34209 }
34210 else
34211 {
34217 {
34219 }
34223 }
34226 }
34227 if (flag)
34228 {
34231 {
34236 {
34239 }
34240 }
34241 }
34243 {
34250 rectangle2.X -= width;
34252 {
34255 {
34257 }
34258 rectangle2.X =
num38 * width;
34259 }
34260 }
34261 }
34263 }
static float Lerp(float value1, float value2, float amount)
void Add(TKey key, TValue value)
static double Abs(double value)
static double Sin(double a)
static Asset< Texture2D >[] Projectile
static Asset< Texture2D > FishingLine
static Asset< Texture2D >[] Extra
static Vector2 GetPlayerArmPosition(Projectile proj)
static float WindForVisuals
static double timeForVisualEffects
static Vector2 screenPosition
static void EntitySpriteDraw(Texture2D texture, Vector2 position, Microsoft.Xna.Framework.Rectangle? sourceRectangle, Microsoft.Xna.Framework.Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float worthless=0f)
static float Distance(Vector2 value1, Vector2 value2)