44724    {
44726        {
44727            return;
44728        }
44730        {
44732        }
44734        {
44736        }
44738        {
44740        }
44741        else
44742        {
44744        }
44746        {
44749        }
44751        {
44753        }
44755        {
44757        }
44759        {
44760            return;
44761        }
44767        {
44769            text = Lang.inter[83].Value;
 
44771        }
44773        {
44775            text = Lang.inter[84].Value;
 
44777        }
44779        {
44783        }
44785        {
44787            text = Lang.inter[85].Value;
 
44789        }
44791        {
44793            text = Lang.inter[86].Value;
 
44795        }
44797        {
44799            text = Lang.inter[87].Value;
 
44801        }
44803        {
44805            text = Lang.inter[88].Value;
 
44807        }
44809        {
44810            int num2 = (int)(200f * num);
 
44811            int num3 = (int)(45f * num);
 
44820            {
44822            }
44823            float num5 = 169f * num;
 
44824            float num6 = 8f * num;
 
44829            spriteBatch.Draw(
TextureAssets.
MagicPixel.Value, 
vector2, 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 1, 1), 
new Microsoft.
Xna.
Framework.
Color(255, 241, 51) * 
invasionProgressAlpha, 0f, 
new Vector2(1f, 0.5f), 
new Vector2(
num5 * 
num4, 
num6), 
SpriteEffects.None, 0f);
 
44830            spriteBatch.Draw(
TextureAssets.
MagicPixel.Value, 
vector2, 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 1, 1), 
new Microsoft.
Xna.
Framework.
Color(255, 165, 0, 127) * 
invasionProgressAlpha, 0f, 
new Vector2(1f, 0.5f), 
new Vector2(2f, 
num6), 
SpriteEffects.None, 0f);
 
44831            spriteBatch.Draw(
TextureAssets.
MagicPixel.Value, 
vector2, 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 1, 1), Microsoft.Xna.Framework.Color.Black * 
invasionProgressAlpha, 0f, 
new Vector2(0f, 0.5f), 
new Vector2(
num5 * (1f - 
num4), 
num6), 
SpriteEffects.None, 0f);
 
44832        }
44833        else
44834        {
44835            int num7 = (int)(200f * num);
 
44836            int num8 = (int)(45f * num);
 
44845            {
44851                {
44853                }
44854                float num11 = 169f * num;
 
44855                float num12 = 8f * num;
 
44859                spriteBatch.Draw(
TextureAssets.
MagicPixel.Value, 
vector5, 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 1, 1), 
new Microsoft.
Xna.
Framework.
Color(255, 241, 51) * 
invasionProgressAlpha, 0f, 
new Vector2(1f, 0.5f), 
new Vector2(
num11 * 
num9, 
num12), 
SpriteEffects.None, 0f);
 
44860                spriteBatch.Draw(
TextureAssets.
MagicPixel.Value, 
vector5, 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 1, 1), 
new Microsoft.
Xna.
Framework.
Color(255, 165, 0, 127) * 
invasionProgressAlpha, 0f, 
new Vector2(1f, 0.5f), 
new Vector2(2f, 
num12), 
SpriteEffects.None, 0f);
 
44861                spriteBatch.Draw(
TextureAssets.
MagicPixel.Value, 
vector5, 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 1, 1), Microsoft.Xna.Framework.Color.Black * 
invasionProgressAlpha, 0f, 
new Vector2(0f, 0.5f), 
new Vector2(
num11 * (1f - 
num9), 
num12), 
SpriteEffects.None, 0f);
 
44862            }
44863        }
44865        float num13 = 120f;
 
44867        {
44868            num13 += vector6.X - 200f;
 
44869        }
44874    }
static float Clamp(float value, float min, float max)
 
static Asset< DynamicSpriteFont > MouseText
 
static Asset< Texture2D >[] Extra
 
static Asset< Texture2D > ColorBlip
 
static Asset< Texture2D > MagicPixel
 
static Asset< Texture2D > ColorBar
 
static string GetTextValue(string key)
 
static int invasionProgressIcon
 
static int invasionProgressDisplayLeft
 
static SpriteBatch spriteBatch
 
static float invasionProgressAlpha
 
static bool invasionProgressNearInvasion
 
static int invasionProgressWave
 
static int invasionProgress
 
static int invasionProgressMode
 
static int invasionProgressMax