25915 {
25920 float num = proj.scale * 1.1f;
25923 float num3 = Utils.Remap(
num2, 0f, 0.6f, 0f, 1f) * Utils.Remap(
num2, 0.6f, 1f, 1f, 0f);
25924 float num4 = 0.975f;
25926 float fromValue = Lighting.GetColor(
proj.Center.ToTileCoordinates()).ToVector3().Length() / (float)
Math.
Sqrt(3.0);
25936 color5.B = (byte)((
float)(int)
color5.R * (0.25f +
fromValue * 0.75f));
25940 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);
25941 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);
25942 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);
25943 float num5 = num * 0.75f;
25945 {
25946 float num7 = proj.rotation +
proj.ai[0] *
num6 * ((float)
Math.
PI * -2f) * 0.025f + Utils.Remap(
num2, 0f, 0.6f, 0f, 0.95504415f) *
proj.ai[0];
25949 DrawPrettyStarSparkle(
proj.Opacity,
SpriteEffects.None,
drawpos,
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0) *
num3 *
num8,
color3,
num2, 0f, 0.5f, 0.5f, 1f,
num7,
new Vector2(0f, Utils.Remap(
num2, 0f, 1f, 3f, 0f)) *
num5,
Vector2.
One *
num5);
25950 }
25951 Vector2 drawpos2 =
vector + (proj.rotation + Utils.Remap(
num2, 0f, 0.6f, 0f, 0.95504415f) *
proj.ai[0]).ToRotationVector2() * ((float)val.Width() * 0.5f - 4f) * num;
25952 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)) *
num5,
Vector2.
One *
num5);
25953 }
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
static Color Lerp(Color value1, Color value2, float amount)