44286 {
44288 {
44289 return;
44290 }
44293 {
44294 return;
44295 }
44296 int num = 0;
44298 int[] builderAccStatus =
Main.player[
myPlayer].builderAccStatus;
44303 for (
int i = 0;
i <
num2;
i++)
44304 {
44307 {
44308 case 0:
44310 break;
44311 case 1:
44313 break;
44314 }
44320 if (flag)
44321 {
44322 vector.Y -= 24f;
44323 }
44327 {
44328 case 8:
44329 if (!
player.InfoAccMechShowWires)
44330 {
44331 continue;
44332 }
44333 rectangle.X =
num3 * 16;
44334 color = ((builderAccStatus[
num3] == 0) ? color :
color2);
44336 {
44337 player.mouseInterface = true;
44340 }
44342 {
44343 builderAccStatus[
num3] = ((builderAccStatus[
num3] == 0) ? 1 : 0);
44346 }
44347 break;
44348 case 0:
44350 {
44351 continue;
44352 }
44353 rectangle.X =
num3 * 16;
44354 color = ((builderAccStatus[
num3] == 0) ? color :
color2);
44356 {
44357 player.mouseInterface = true;
44360 }
44362 {
44363 builderAccStatus[
num3] = ((builderAccStatus[
num3] == 0) ? 1 : 0);
44366 }
44367 break;
44368 case 1:
44370 {
44371 continue;
44372 }
44373 rectangle.X =
num3 * 16;
44374 color = ((builderAccStatus[
num3] == 0) ? color :
color2);
44376 {
44377 player.mouseInterface = true;
44380 }
44382 {
44383 builderAccStatus[
num3] = ((builderAccStatus[
num3] == 0) ? 1 : 0);
44386 }
44387 break;
44388 case 3:
44390 {
44391 continue;
44392 }
44393 rectangle.X =
num3 * 16;
44394 color = ((builderAccStatus[
num3] == 0) ? color :
color2);
44396 {
44397 player.mouseInterface = true;
44400 }
44402 {
44403 builderAccStatus[
num3] = ((builderAccStatus[
num3] == 0) ? 1 : 0);
44406 }
44407 break;
44408 case 2:
44409 if (!
player.autoActuator)
44410 {
44411 continue;
44412 }
44413 rectangle.X =
num3 * 16;
44414 color = ((builderAccStatus[
num3] == 0) ? color :
color2);
44416 {
44417 player.mouseInterface = true;
44420 }
44422 {
44423 builderAccStatus[
num3] = ((builderAccStatus[
num3] == 0) ? 1 : 0);
44426 }
44427 break;
44428 case 4:
44429 case 5:
44430 case 6:
44431 case 7:
44432 case 9:
44433 if (!
player.InfoAccMechShowWires)
44434 {
44435 continue;
44436 }
44437 rectangle.X =
num3 * 16;
44440 {
44441 player.mouseInterface = true;
44444 {
44445 case 4:
44447 break;
44448 case 5:
44450 break;
44451 case 6:
44453 break;
44454 case 7:
44456 break;
44457 case 9:
44459 break;
44460 }
44462 switch (builderAccStatus[
num3])
44463 {
44464 case 0:
44466 break;
44467 case 1:
44469 break;
44470 case 2:
44472 break;
44473 case 3:
44475 break;
44476 }
44479 }
44481 {
44482 builderAccStatus[
num3]++;
44483 if (builderAccStatus[
num3] >= 3)
44484 {
44485 builderAccStatus[
num3] = 0;
44486 }
44489 }
44490 break;
44491 case 11:
44492 continue;
44493 }
44496 {
44498 }
44500 num++;
44501 }
44503 num++;
44504 if (
player.unlockedBiomeTorches)
44505 {
44507 num++;
44508 }
44509 UILinkPointNavigator.Shortcuts.BUILDERACCCOUNT = num;
44510 }
bool ICollection< KeyValuePair< TKey, TValue > >. Contains(KeyValuePair< TKey, TValue > keyValuePair)
static void PlaySound(int type, Vector2 position, int style=1)
static Asset< Texture2D >[] InfoIcon
static Asset< Texture2D > BuilderAcc
static string GetTextValue(string key)
static string npcChatText
static void GetBuilderAccsCountToShow(Player plr, out int blockReplaceIcons, out int torchGodIcons, out int totalDrawnIcons)
static SpriteBatch spriteBatch
void DrawBlockReplacementIcon(int pivotTopLeftX, int pivotTopLeftY, bool pushSideToolsUp, int gamepadPointOffset)
static bool mouseLeftRelease
static Vector2 MouseScreen
static Microsoft.Xna.Framework.Color OurFavoriteColor
static bool playerInventory
void DrawTorchBiomeSwapIcon(int pivotTopLeftX, int pivotTopLeftY, bool pushSideToolsUp, int gamepadPointOffset)
void MouseText(string cursorText, int rare=0, byte diff=0, int hackedMouseX=-1, int hackedMouseY=-1, int hackedScreenWidth=-1, int hackedScreenHeight=-1, int pushWidthX=0)
static void SetPosition(int ID, Vector2 Position)