35253 {
35255 {
35256 return;
35257 }
35263 float num = item.velocity.X * 0.2f;
35264 if (
item.shimmered)
35265 {
35266 num = 0f;
35267 }
35268 float scale = 1f;
35271 if (
item.shimmered)
35272 {
35273 currentColor.R = (byte)(255f * (1f -
item.shimmerTime));
35274 currentColor.G = (byte)(255f * (1f -
item.shimmerTime));
35275 currentColor.B = (byte)(255f * (1f -
item.shimmerTime));
35276 currentColor.A = (byte)(255f * (1f -
item.shimmerTime));
35277 }
35278 else if (
item.shimmerTime > 0f)
35279 {
35280 currentColor.R = (byte)((
float)(int)
currentColor.R * (1f -
item.shimmerTime));
35281 currentColor.G = (byte)((
float)(int)
currentColor.G * (1f -
item.shimmerTime));
35282 currentColor.B = (byte)((
float)(int)
currentColor.B * (1f -
item.shimmerTime));
35283 currentColor.A = (byte)((
float)(int)
currentColor.A * (1f -
item.shimmerTime));
35284 }
35288 {
35291 int alpha = 254;
35294 {
35296 alpha = 0;
35298 }
35300 {
35301 case 71:
35303 break;
35304 case 72:
35306 break;
35307 case 73:
35309 break;
35310 case 74:
35312 break;
35313 }
35316 }
35318 {
35324 {
35326 }
35329 {
35330 spriteBatch.Draw(texture,
vector3 +
new Vector2(0f, 8f).RotatedBy((
num5 +
num4) * ((
float)
Math.
PI * 2f)) *
globalTimeWrappedHourly, frame,
new Microsoft.
Xna.
Framework.
Color(90, 70, 255, 50), num,
vector, scale,
SpriteEffects.None, 0f);
35331 }
35333 {
35334 spriteBatch.Draw(texture,
vector3 +
new Vector2(0f, 4f).RotatedBy((
num6 +
num4) * ((
float)
Math.
PI * 2f)) *
globalTimeWrappedHourly, frame,
new Microsoft.
Xna.
Framework.
Color(140, 120, 255, 77), num,
vector, scale,
SpriteEffects.None, 0f);
35335 }
35336 }
35337 else if (
item.type == 75)
35338 {
35344 {
35346 }
35349 {
35350 spriteBatch.Draw(
TextureAssets.
Item[
item.type].Value,
vector3 +
new Vector2(0f, 8f).RotatedBy((
num8 +
num7) * ((
float)
Math.
PI * 2f)) *
globalTimeWrappedHourly2, frame,
new Microsoft.
Xna.
Framework.
Color(50, 50, 255, 50), num,
vector, scale,
SpriteEffects.None, 0f);
35351 }
35353 {
35354 spriteBatch.Draw(
TextureAssets.
Item[
item.type].Value,
vector3 +
new Vector2(0f, 4f).RotatedBy((
num9 +
num7) * ((
float)
Math.
PI * 2f)) *
globalTimeWrappedHourly2, frame,
new Microsoft.
Xna.
Framework.
Color(120, 120, 255, 127), num,
vector, scale,
SpriteEffects.None, 0f);
35355 }
35356 }
35357 else if (
item.type == 4143)
35358 {
35364 {
35366 }
35369 {
35370 spriteBatch.Draw(
TextureAssets.
Item[
item.type].Value,
vector3 +
new Vector2(0f, 8f).RotatedBy((
num11 +
num10) * ((
float)
Math.
PI * 2f)) *
globalTimeWrappedHourly3, frame,
new Microsoft.
Xna.
Framework.
Color(30, 30, 155, 60), num,
vector, scale,
SpriteEffects.None, 0f);
35371 }
35373 {
35374 spriteBatch.Draw(
TextureAssets.
Item[
item.type].Value,
vector3 +
new Vector2(0f, 4f).RotatedBy((
num12 +
num10) * ((
float)
Math.
PI * 2f)) *
globalTimeWrappedHourly3, frame,
new Microsoft.
Xna.
Framework.
Color(60, 60, 127, 57), num,
vector, scale,
SpriteEffects.None, 0f);
35375 }
35376 spriteBatch.Draw(texture,
vector3, frame,
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 128), num,
vector, scale,
SpriteEffects.None, 0f);
35377 }
35378 if ((
item.type >= 1522 &&
item.type <= 1527) ||
item.type == 3643)
35379 {
35382 }
35383 if (
item.type == 3779)
35384 {
35386 }
35388 if (
item.shimmered)
35389 {
35390 spriteBatch.Draw(texture,
vector3, frame,
new Microsoft.
Xna.
Framework.
Color(
currentColor.R,
currentColor.G,
currentColor.B, 0), num,
vector, scale,
SpriteEffects.None, 0f);
35391 }
35393 {
35395 }
35397 {
35401 {
35403 }
35405 }
35407 {
35408 spriteBatch.Draw(
TextureAssets.
Wire.Value,
vector3 + frame.Size().RotatedBy(num) * 0.45f *
item.scale,
new Microsoft.
Xna.
Framework.
Rectangle(4, 58, 8, 8),
currentColor, 0f,
new Vector2(4f), 1f,
SpriteEffects.None, 0f);
35409 }
35410 if (
item.type == 3858)
35411 {
35412 spriteBatch.Draw(
TextureAssets.
GlowMask[233].Value,
vector3,
glowmaskFrame,
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 63) * 0.75f, num,
glowmaskFrame.Size() / 2f, scale,
SpriteEffects.None, 0f);
35413 }
35415 {
35420 }
35421 }
static double Abs(double value)
static Asset< Texture2D >[] GlowMask
static Asset< Texture2D >[] Item
static Asset< Texture2D >[] Extra
static Asset< Texture2D > Wire
static bool[] DrawUnsafeIndicator
void DrawItem_GetBasics(Item item, int slot, out Texture2D texture, out Microsoft.Xna.Framework.Rectangle frame, out Microsoft.Xna.Framework.Rectangle glowmaskFrame)
static SpriteBatch spriteBatch
static Vector2 screenPosition
static byte mouseTextColor
static UnifiedRandom rand
static float GlobalTimeWrappedHourly
static void GetItemLight(ref Color currentColor, Item item, bool outInTheWorld=false)