20996    {
21000        {
21001            bool flag = Lighting.GetColor((
int)((
double)
rCurrentNPC.position.X + (
double)
rCurrentNPC.width * 0.5) / 16, (
int)(((
double)
rCurrentNPC.position.Y + (
double)
rCurrentNPC.height * 0.5) / 16.0)).ToVector3().Length() > 0.4325f;
 
21002            bool flag2 = 
false;
 
21004            {
21006            }
21008            {
21010            }
21012            {
21014            }
21016            {
21018            }
21020            {
21022            }
21023            else
21024            {
21026            }
21027        }
21028        else
21029        {
21031        }
21033        {
21034            return;
21035        }
21037        {
21045            {
21046                float num3 = 0.75f;
 
21047                int height = 28;
21050                {
21051                    height = (int)
num4 - 40 + 28;
 
21053                }
21057                vector.X += num;
21063                {
21065                }
21067                {
21069                    mySpriteBatch.Draw(
TextureAssets.
Chain10.Value, 
new Vector2(
vector.X - 
screenPos.X, 
vector.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Chain10.Width(), height), color, rotation, 
new Vector2((
float)
TextureAssets.
Chain10.Width() * 0.5f, (float)
TextureAssets.
Chain10.Height() * 0.5f), 
num3, 
SpriteEffects.None, 0f);
 
21070                }
21071                else
21072                {
21074                    mySpriteBatch.Draw(
TextureAssets.
Chain11.Value, 
new Vector2(
vector.X - 
screenPos.X, 
vector.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Chain10.Width(), height), color, rotation, 
new Vector2((
float)
TextureAssets.
Chain10.Width() * 0.5f, (float)
TextureAssets.
Chain10.Height() * 0.5f), 
num3, 
SpriteEffects.None, 0f);
 
21075                }
21076            }
21077        }
21079        {
21086            {
21090                {
21093                }
21096                {
21099                }
21109                {
21111                }
21113                {
21114                    color2.B = byte.MaxValue;
21116                    {
21117                        color2.R = 100;
21118                    }
21120                    {
21121                        color2.G = 150;
21122                    }
21123                }
21125                {
21126                case 56:
21127                    mySpriteBatch.Draw(
TextureAssets.
Chain5.Value, 
new Vector2(
vector2.X - 
screenPos.X, 
vector2.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Chain4.Width(), 
num7), 
color2, 
rotation2, 
new Vector2((
float)
TextureAssets.
Chain4.Width() * 0.5f, (float)
TextureAssets.
Chain4.Height() * 0.5f), 1f, 
SpriteEffects.None, 0f);
 
21128                    break;
21129                case 175:
21130                    mySpriteBatch.Draw(
TextureAssets.
Chain14.Value, 
new Vector2(
vector2.X - 
screenPos.X, 
vector2.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Chain14.Width(), 
num7), 
color2, 
rotation2, 
new Vector2((
float)
TextureAssets.
Chain14.Width() * 0.5f, (float)
TextureAssets.
Chain14.Height() * 0.5f), 1f, 
SpriteEffects.None, 0f);
 
21131                    break;
21132                case 259:
21133                    mySpriteBatch.Draw(
TextureAssets.
Chain24.Value, 
new Vector2(
vector2.X - 
screenPos.X, 
vector2.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Chain24.Width(), 
num7), 
color2, 
rotation2, 
new Vector2((
float)
TextureAssets.
Chain24.Width() * 0.5f, (float)
TextureAssets.
Chain24.Height() * 0.5f), 1f, 
SpriteEffects.None, 0f);
 
21134                    break;
21135                case 260:
21136                    mySpriteBatch.Draw(
TextureAssets.
Chain25.Value, 
new Vector2(
vector2.X - 
screenPos.X, 
vector2.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Chain25.Width(), 
num7), 
color2, 
rotation2, 
new Vector2((
float)
TextureAssets.
Chain25.Width() * 0.5f, (float)
TextureAssets.
Chain25.Height() * 0.5f), 1f, 
SpriteEffects.None, 0f);
 
21137                    break;
21138                default:
21139                    mySpriteBatch.Draw(
TextureAssets.
Chain4.Value, 
new Vector2(
vector2.X - 
screenPos.X, 
vector2.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Chain4.Width(), 
num7), 
color2, 
rotation2, 
new Vector2((
float)
TextureAssets.
Chain4.Width() * 0.5f, (float)
TextureAssets.
Chain4.Height() * 0.5f), 1f, 
SpriteEffects.None, 0f);
 
21140                    break;
21141                }
21142            }
21143        }
21145        {
21150            mySpriteBatch.Draw(
TextureAssets.
PumpkingCloak.Value, 
new Vector2(
vector3.X - 
screenPos.X, 
vector3.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 
TextureAssets.
PumpkingCloak.Height() / 5 * 
num10, 
TextureAssets.
PumpkingCloak.Width(), 
TextureAssets.
PumpkingCloak.Height() / 5), 
color3, 
rotation3, 
new Vector2((
float)
TextureAssets.
PumpkingCloak.Width() * 0.5f, (
float)
TextureAssets.
PumpkingCloak.Height() * 0.5f / 5f), 1f, 
SpriteEffects.None, 0f);
 
21151        }
21153        {
21155            for (
int i = 0; 
i < 2; 
i++)
 
21156            {
21161                {
21168                }
21169                else
21170                {
21177                }
21180                mySpriteBatch.Draw(
TextureAssets.
PumpkingArm.Value, 
new Vector2(
vector4.X - 
screenPos.X, 
vector4.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
PumpkingArm.Width(), 
TextureAssets.
PumpkingArm.Height()), 
color4, 
rotation4, 
new Vector2((
float)
TextureAssets.
PumpkingArm.Width() * 0.5f, (float)
TextureAssets.
PumpkingArm.Height() * 0.5f), 1f, 
SpriteEffects.None, 0f);
 
21182                {
21185                }
21186            }
21187        }
21189        {
21191            for (
int j = 0; 
j < 2; 
j++)
 
21192            {
21197                {
21204                }
21205                else
21206                {
21213                }
21216                mySpriteBatch.Draw(
TextureAssets.
BoneArm.Value, 
new Vector2(
vector5.X - 
screenPos.X, 
vector5.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
BoneArm.Width(), 
TextureAssets.
BoneArm.Height()), 
color5, 
rotation5, 
new Vector2((
float)
TextureAssets.
BoneArm.Width() * 0.5f, (float)
TextureAssets.
BoneArm.Height() * 0.5f), 1f, 
SpriteEffects.None, 0f);
 
21218                {
21221                }
21222                else if (
base.IsActive)
 
21223                {
21228                }
21229            }
21230        }
21232        {
21236            if (
NPC.golemBoss != -1)
 
21237            {
21239            }
21242            num19 -= 7f * scale;
 
21247            {
21250                {
21252                    continue;
21253                }
21257                vector6.X += 
num18;
 
21258                vector6.Y += 
num19;
 
21261                num19 -= 7f * scale;
 
21264                {
21266                }
21268                mySpriteBatch.Draw(
TextureAssets.
Chain21.Value, 
new Vector2(
vector6.X - 
screenPos.X, 
vector6.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Chain21.Width(), 
TextureAssets.
Chain21.Height()), 
color6, 
rotation6, 
new Vector2((
float)
TextureAssets.
Chain21.Width() * 0.5f, (float)
TextureAssets.
Chain21.Height() * 0.5f), scale, 
SpriteEffects.None, 0f);
 
21269            }
21270        }
21272        {
21274            for (
int k = 0; 
k < 2; 
k++)
 
21275            {
21280                {
21287                }
21288                else
21289                {
21296                }
21299                mySpriteBatch.Draw(
TextureAssets.
BoneArm2.Value, 
new Vector2(
vector7.X - 
screenPos.X, 
vector7.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
BoneArm.Width(), 
TextureAssets.
BoneArm.Height()), 
color7, 
rotation7, 
new Vector2((
float)
TextureAssets.
BoneArm.Width() * 0.5f, (float)
TextureAssets.
BoneArm.Height() * 0.5f), 1f, 
SpriteEffects.None, 0f);
 
21301                {
21304                }
21305                else if (
base.IsActive)
 
21306                {
21311                }
21312            }
21313        }
21315        {
21322            {
21326                {
21329                }
21333                vector8.X += 
num25;
 
21334                vector8.Y += 
num26;
 
21338                mySpriteBatch.Draw(
TextureAssets.
Chain.Value, 
new Vector2(
vector8.X - 
screenPos.X, 
vector8.Y - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Chain.Width(), 
height2), 
color8, 
num27, 
new Vector2((
float)
TextureAssets.
Chain.Width() * 0.5f, (float)
TextureAssets.
Chain.Height() * 0.5f), 1f, 
SpriteEffects.None, 0f);
 
21339            }
21340            mySpriteBatch.Draw(
TextureAssets.
SpikeBase.Value, 
new Vector2(
rCurrentNPC.ai[1] - 
screenPos.X, 
rCurrentNPC.ai[2] - 
screenPos.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
SpikeBase.Width(), 
TextureAssets.
SpikeBase.Height()), Lighting.GetColor((
int)
rCurrentNPC.ai[1] / 16, (int)(
rCurrentNPC.ai[2] / 16f)), 
num27 - 0.75f, 
new Vector2((
float)
TextureAssets.
SpikeBase.Width() * 0.5f, (float)
TextureAssets.
SpikeBase.Height() * 0.5f), 1f, 
SpriteEffects.None, 0f);
 
21341        }
21344        {
21346        }
21348        {
21350            {
21351                npcColor.R = byte.MaxValue;
21352            }
21354            {
21355                npcColor.G = 175;
21356            }
21357        }
21359        {
21365            {
21367            }
21368            g *= 2;
21369            if (g > 255)
21370            {
21371                g = 255;
21372            }
21375            {
21377            }
21379        }
21380        if (behindTiles && 
type != 113 && 
type != 114)
 
21381        {
21383            int num30 = (int)((
rCurrentNPC.position.X + (
float)rCurrentNPC.width + 8f) / 16f);
 
21385            int num32 = (int)((
rCurrentNPC.position.Y + (
float)rCurrentNPC.height + 8f) / 16f);
 
21387            {
21389                {
21390                    if (Lighting.Brightness(
l, 
m) == 0f)
 
21391                    {
21393                    }
21394                }
21395            }
21396        }
21399        {
21403            zero.X -= rCurrentNPC.velocity.X * 2f;
21404            num33 += rCurrentNPC.velocity.X * 0.05f;
 
21406            {
21407                zero.Y += 2f;
21408            }
21410            {
21411                zero.Y -= 2f;
21412            }
21414            {
21415                zero.Y -= 6f;
21416            }
21417            mySpriteBatch.Draw(
TextureAssets.
Ninja.Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) + 
zero.X, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)(rCurrentNPC.height / 2) + 
zero.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Ninja.Width(), 
TextureAssets.
Ninja.Height()), 
npcColor, 
num33, 
new Vector2(
TextureAssets.
Ninja.Width() / 2, 
TextureAssets.
Ninja.Height() / 2), 1f, 
SpriteEffects.None, 0f);
 
21418        }
21420        {
21423            zero2.Y -= rCurrentNPC.velocity.Y * 0.3f;
21424            zero2.X -= rCurrentNPC.velocity.X * 0.6f;
21425            num34 += rCurrentNPC.velocity.X * 0.09f;
 
21427            {
21428                zero2.Y += 2f;
21429            }
21431            {
21432                zero2.Y -= 2f;
21433            }
21435            {
21436                zero2.Y -= 6f;
21437            }
21440        }
21442        {
21443            mySpriteBatch.Draw(
TextureAssets.
AntLion.Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2), 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height + 14f), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
AntLion.Width(), 
TextureAssets.
AntLion.Height()), 
npcColor, (0f - 
rCurrentNPC.rotation) * 0.3f, 
new Vector2(
TextureAssets.
AntLion.Width() / 2, 
TextureAssets.
AntLion.Height() / 2), 1f, 
SpriteEffects.None, 0f);
 
21444        }
21446        {
21448        }
21453        {
21455        }
21456        else if (
type == 357)
 
21457        {
21459        }
21460        else if (
type == 467)
 
21461        {
21463        }
21464        else if (
type == 537)
 
21465        {
21467        }
21468        else if (
type == 581)
 
21469        {
21471        }
21472        else if (
type == 490)
 
21473        {
21475        }
21476        else if (
type == 484)
 
21477        {
21479        }
21480        else if (
type == 483)
 
21481        {
21483        }
21484        else if (
type == 477)
 
21485        {
21487        }
21488        else if (
type == 478)
 
21489        {
21491        }
21492        else if (
type == 606)
 
21493        {
21495        }
21496        else if (
type == 612 || 
type == 613)
 
21497        {
21499        }
21501        {
21503        }
21504        else
21505        {
21507            {
21508            case 4:
21510                break;
21511            case 125:
21513                break;
21514            case 126:
21516                break;
21517            case 626:
21518            case 627:
21520                {
21523                }
21524                else
21525                {
21527                }
21528                break;
21529            case 63:
21530            case 64:
21531            case 103:
21532                halfSize.Y += 4f;
21533                break;
21534            case 69:
21535                halfSize.Y += 8f;
21536                break;
21537            case 262:
21538                halfSize.Y = 77f;
21540                break;
21541            case 264:
21542                halfSize.Y = 21f;
21544                break;
21545            case 266:
21547                break;
21548            case 268:
21550                break;
21551            case 288:
21553                break;
21554            }
21555        }
21557        {
21559        }
21562        {
21564        }
21566        {
21569            {
21571            }
21572            num37 += rCurrentNPC.frame.Y / 56;
 
21574            {
21576            }
21581            {
21583            }
21589        }
21591        {
21592        default:
21594            {
21596                {
21597                case 551:
21598                {
21602                    _ = frame.Size() / 2f;
 
21607                    color10.A = 66;
21616                    {
21617                        spinningpoint2.X *= -1f;
21618                    }
21622                    {
21623                        origin.X = (float)
value4.Width - origin.
X;
 
21624                    }
21626                    {
21628                    }
21631                    {
21632                        spinningpoint.X *= -1f;
21633                    }
21637                    {
21639                    }
21642                    {
21644                    }
21651                    {
21659                    }
21664                    return;
21665                }
21666                case 657:
21667                {
21670                    position7.Y += 2f;
21678                    {
21680                    }
21687                    {
21688                    case 1:
21689                    case 6:
21691                        break;
21692                    case 3:
21693                    case 5:
21695                        break;
21696                    case 4:
21697                    case 12:
21698                    case 13:
21699                    case 14:
21700                    case 15:
21702                        break;
21703                    case 7:
21704                    case 8:
21706                        break;
21707                    case 9:
21709                        break;
21710                    case 10:
21712                        break;
21713                    case 11:
21715                        break;
21716                    case 20:
21718                        break;
21719                    case 21:
21720                    case 23:
21722                        break;
21723                    case 22:
21725                        break;
21726                    }
21727                    vector16.Y += 
num55;
 
21729                    {
21731                    }
21734                    {
21737                    }
21740                    {
21743                        {
21745                        }
21747                        {
21754                        }
21755                    }
21757                    {
21760                    }
21765                    {
21768                    }
21774                    {
21777                    }
21784                    {
21785                    case 1:
21787                        break;
21788                    case 3:
21789                    case 5:
21790                    case 6:
21792                        break;
21793                    case 4:
21794                    case 12:
21795                    case 13:
21796                    case 14:
21797                    case 15:
21799                        break;
21800                    case 7:
21801                    case 8:
21803                        break;
21804                    case 9:
21806                        break;
21807                    case 10:
21809                        break;
21810                    case 11:
21812                        break;
21813                    case 20:
21815                        break;
21816                    case 21:
21817                    case 23:
21819                        break;
21820                    case 22:
21822                        break;
21823                    }
21824                    position7.Y += 
num59;
 
21826                    {
21828                    }
21831                    return;
21832                }
21833                case 576:
21834                case 577:
21835                {
21840                    origin8.Y -= 4f;
21843                    {
21845                    }
21846                    else
21847                    {
21848                        origin8.X = rectangle7.Width - 
num60;
 
21849                    }
21857                    {
21865                    }
21867                    {
21877                    }
21879                    return;
21880                }
21881                case 594:
21882                {
21892                    {
21894                        if (
nPC.ai[1] > 0f)
 
21895                        {
21897                        }
21900                    }
21902                    return;
21903                }
21904                case 686:
21905                {
21912                    return;
21913                }
21914                case 564:
21915                case 565:
21916                {
21921                    origin9.Y -= 10f;
21924                    {
21926                    }
21927                    else
21928                    {
21929                        origin9.X = rectangle8.Width - 
num65;
 
21930                    }
21939                    {
21947                    }
21949                    {
21960                    }
21966                    {
21974                    }
21977                    {
21979                        white2.A /= 2;
21986                        {
21994                        }
21995                    }
21996                    return;
21997                }
21998                case 548:
21999                {
22004                    origin3.Y += 30f;
22005                    origin3.Y += 8f;
22006                    origin3.X -= 1f;
22015                    {
22026                    }
22032                    {
22034                        color12.A = 0;
22041                    }
22044                    {
22046                        mySpriteBatch.Draw(
value8, 
vector15, 
rectangle2, 
new Microsoft.
Xna.
Framework.
Color(1f, 1f, 1f, 0f) * 
num47, 
rCurrentNPC.rotation, 
origin3, 
rCurrentNPC.scale, 
spriteEffects ^ 
SpriteEffects.FlipHorizontally, 0f);
 
22049                        {
22051                        }
22052                        else
22053                        {
22055                        }
22057                    }
22062                    {
22064                        color13.A = 0;
22072                    }
22074                    {
22078                        {
22080                        }
22082                        {
22084                        }
22088                        {
22090                        }
22092                        {
22094                        }
22112                        {
22113                            scale2.Y *= 0.6f;
22114                        }
22115                        position6.Y -= 6f;
22117                        mySpriteBatch.Draw(
value8, 
position6, 
rectangle2, 
Microsoft.
Xna.
Framework.
Color.
Lerp(
color14, 
Microsoft.
Xna.
Framework.
Color.
White, 0.5f), 
rCurrentNPC.rotation + (
float)
Math.
PI / 2f, 
origin3, 1.5f, 
spriteEffects ^ 
SpriteEffects.FlipHorizontally, 0f);
 
22118                    }
22119                    return;
22120                }
22121                default:
22123                    {
22124                        break;
22125                    }
22126                    goto case 371;
22127                case 371:
22128                case 454:
22129                case 455:
22130                case 456:
22131                case 457:
22132                case 458:
22133                case 459:
22134                {
22140                    return;
22141                }
22142                }
22144                {
22145                case 549:
22146                {
22151                    origin22.Y += 8f;
22155                    {
22157                    }
22165                    {
22167                    }
22169                    float y3 = (((
rCurrentNPC.ai[0] + 54f) % 180f - 120f) / 180f * 2f * ((float)
Math.
PI * 2f)).ToRotationVector2().Y;
 
22171                    {
22173                        color42.A = (byte)((
float)(int)
color42.A * 0.5f);
 
22177                        {
22179                        }
22180                    }
22183                    {
22185                    }
22191                    {
22194                    }
22198                    {
22201                    }
22203                    int frameNumber = frame9.Y / 
frame9.Height;
 
22208                    {
22210                    }
22212                    {
22217                        {
22219                        }
22220                    }
22221                    break;
22222                }
22223                case 636:
22225                    break;
22226                case 677:
22228                    break;
22229                case 668:
22231                    break;
22232                case 422:
22233                case 493:
22234                case 507:
22235                case 517:
22236                {
22244                    {
22245                    case 493:
22246                    {
22250                        {
22251                            mySpriteBatch.Draw(
value60, 
vector65 + 
rCurrentNPC.velocity.RotatedBy((
float)
num229 * ((
float)
Math.
PI / 2f)) * 
num228, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0) * 
rCurrentNPC.Opacity, 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
22252                        }
22253                        break;
22254                    }
22255                    case 507:
22256                    {
22260                        {
22261                            mySpriteBatch.Draw(
value60, 
vector65 + 
rCurrentNPC.velocity.RotatedBy((
float)
num225 * ((
float)
Math.
PI / 2f)) * 
num224, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0) * 
rCurrentNPC.Opacity, 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
22262                        }
22263                        break;
22264                    }
22265                    case 422:
22266                    {
22270                        {
22271                            mySpriteBatch.Draw(
value60, 
vector65 + 
rCurrentNPC.velocity.RotatedBy((
float)
num227 * ((
float)
Math.
PI / 2f)) * 
num226, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0) * 
rCurrentNPC.Opacity, 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
22272                        }
22273                        break;
22274                    }
22275                    case 517:
22276                    {
22280                        {
22281                            mySpriteBatch.Draw(
value60, 
vector65 + 
rCurrentNPC.velocity.RotatedBy((
float)
num223 * ((
float)
Math.
PI / 2f)) * 
num222 + Vector2.UnitX * 2f, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0) * 
rCurrentNPC.Opacity, 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
22282                        }
22283                        break;
22284                    }
22285                    }
22289                    {
22290                    case 422:
22291                        num230 = 
NPC.ShieldStrengthTowerVortex;
 
22293                        break;
22294                    case 507:
22295                        num230 = 
NPC.ShieldStrengthTowerNebula;
 
22297                        break;
22298                    case 517:
22301                        break;
22302                    case 493:
22303                        num230 = 
NPC.ShieldStrengthTowerStardust;
 
22305                        break;
22306                    }
22309                    {
22310                        break;
22311                    }
22313                    {
22318                        {
22320                        }
22322                        DrawData value61 = 
new DrawData(
Assets.Request<
Texture2D>(
"Images/Misc/Perlin", (
AssetRequestMode)1).Value, 
vector66 + 
new Vector2(300f, 300f), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 600, 600), 
Microsoft.
Xna.
Framework.
Color.
White * (
num231 * 0.8f + 0.2f), 
rCurrentNPC.rotation, 
new Vector2(300f, 300f), 
rCurrentNPC.scale * (1f + 
num232 * 0.05f), 
spriteEffects);
 
22328                    }
22330                    {
22336                        DrawData value62 = 
new DrawData(
Assets.Request<
Texture2D>(
"Images/Misc/Perlin", (
AssetRequestMode)1).Value, 
vector66 + 
new Vector2(300f, 300f), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 600, 600), 
new Microsoft.
Xna.
Framework.
Color(
new Vector4(1f - (
float)
Math.
Sqrt(
num234))), 
rCurrentNPC.rotation, 
new Vector2(300f, 300f), 
rCurrentNPC.scale * (1f + 
num234), 
spriteEffects);
 
22342                    }
22343                    else
22344                    {
22346                    }
22347                    break;
22348                }
22349                case 402:
22350                {
22363                    int num220 = rCurrentNPC.oldPos.Length - 1;
 
22364                    while ((
float)
num220 >= 1f)
 
22365                    {
22367                        {
22372                            {
22376                            }
22380                            mySpriteBatch.Draw(
value59, 
position21, 
null, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0) * (1f - 
num215 * (
float)
num220 / 2f) * 
num219, 
rotation10, 
halfSize, 
scale7, 
spriteEffects, 0f);
 
22382                        }
22384                    }
22388                    mySpriteBatch.Draw(
value59, 
vector63, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0) * 
num219, 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
22389                    DrawPrettyStarSparkle(Utils.Remap(
rCurrentNPC.ai[2], 0f, 
num216, 0f, 1f), 
SpriteEffects.None, 
vector63, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
Microsoft.
Xna.
Framework.
Color.
CornflowerBlue, 
num218, 0.5f, 
num217 / 
num216, 
num217 / 
num216, 1f, (
float)
Math.
PI * 2f * 
num218, 
new Vector2(2f, 2f), 
new Vector2(2f, 2f));
 
22390                    break;
22391                }
22392                case 519:
22393                {
22402                    int num237 = rCurrentNPC.oldPos.Length - 1;
 
22403                    while ((
float)
num237 >= 0f)
 
22404                    {
22408                        pink.A = (byte)((
float)(int)
pink.A * (1f - 
num238));
 
22409                        mySpriteBatch.Draw(
value63, 
vector67 + 
rCurrentNPC.oldPos[
num237] - 
rCurrentNPC.position, 
null, 
pink, 
rCurrentNPC.oldRot[
num237], 
halfSize, 
rCurrentNPC.scale * 
MathHelper.
Lerp(0.3f, 1.1f, 
num238), 
spriteEffects, 0f);
 
22412                    }
22413                    break;
22414                }
22415                case 522:
22416                {
22423                    int num258 = rCurrentNPC.oldPos.Length - 1;
 
22424                    while ((
float)
num258 >= 0f)
 
22425                    {
22429                        white6.A = (byte)((
float)(int)
white6.A * (1f - 
num259));
 
22430                        mySpriteBatch.Draw(
value70, 
vector68 + 
rCurrentNPC.oldPos[
num258] - 
rCurrentNPC.position, 
null, 
white6, 
rCurrentNPC.oldRot[
num258], 
halfSize, 
rCurrentNPC.scale * 
MathHelper.
Lerp(0.8f, 0.3f, 
num259), 
spriteEffects, 0f);
 
22433                    }
22435                    mySpriteBatch.Draw(
value70, 
vector68, 
null, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 0f, 
value70.Size() / 2f, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
22436                    break;
22437                }
22438                case 370:
22439                case 372:
22440                case 373:
22441                {
22451                    {
22453                    }
22455                    {
22457                    }
22459                    {
22463                    }
22467                    {
22468                    case 370:
22470                        {
22472                        }
22474                        {
22476                        }
22478                        {
22481                        }
22482                        else
22483                        {
22485                        }
22486                        break;
22487                    case 372:
22488                    case 373:
22490                        {
22493                        }
22494                        break;
22495                    }
22497                    {
22507                    }
22512                    {
22514                        {
22516                        }
22518                        {
22522                            {
22527                            }
22528                        }
22530                        {
22535                        }
22537                        {
22542                        }
22544                        {
22549                        }
22550                    }
22552                    {
22561                    }
22567                    {
22568                        break;
22569                    }
22578                    {
22583                    }
22585                    {
22589                        {
22591                        }
22596                    }
22598                    {
22607                    }
22609                    {
22618                    }
22620                    break;
22621                }
22622                case 439:
22623                case 440:
22624                {
22629                    rectangle11.Height /= 2;
22631                    {
22633                    }
22641                    {
22643                        {
22649                        }
22650                    }
22652                    {
22658                    }
22659                    else
22660                    {
22662                    }
22664                    {
22670                        value73.A = 100;
22675                    }
22680                    {
22685                    }
22687                    {
22696                    }
22701                    break;
22702                }
22703                case 392:
22704                case 393:
22705                case 394:
22706                case 395:
22707                {
22713                    {
22715                    }
22718                    {
22719                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[48].Value, 
vec, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 0), 
rCurrentNPC.rotation, 
halfSize + 
Vector2.
UnitY * 
num269, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
22720                    }
22722                    {
22723                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[49].Value, 
vec, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 0), 
rCurrentNPC.rotation, 
halfSize + 
Vector2.
UnitY * 
num269, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
22724                    }
22726                    {
22727                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[50].Value, 
vec, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 0), 
rCurrentNPC.rotation, 
halfSize + 
Vector2.
UnitY * 
num269, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
22728                    }
22729                    break;
22730                }
22731                case 83:
22732                case 84:
22733                case 179:
22735                    break;
22736                case 87:
22737                case 88:
22738                case 89:
22739                case 90:
22740                case 91:
22741                case 92:
22742                {
22746                    {
22748                    }
22750                    {
22752                    }
22754                    {
22756                    }
22758                    break;
22759                }
22760                default:
22761                {
22763                    {
22764                    case 491:
22765                    {
22782                        {
22784                        }
22789                        {
22791                        }
22796                        {
22798                        }
22809                        {
22810                            return;
22811                        }
22816                        {
22819                            {
22822                            }
22823                        }
22824                        return;
22825                    }
22826                    case 398:
22827                    {
22828                        bool flag8 = 
false;
 
22832                        float num74 = 340f;
 
22833                        float num75 = 0.5f;
 
22844                        {
22849                            {
22851                                {
22853                                    break;
22854                                }
22855                            }
22857                            {
22861                                {
22863                                }
22868                                {
22870                                }
22873                                {
22874                                    dust[Dust.NewDust(
vector24, 0, 0, 6)].noGravity = 
true;
 
22875                                }
22877                                {
22878                                    dust[Dust.NewDust(
center2, 0, 0, 6)].noGravity = 
true;
 
22879                                }
22881                                {
22883                                }
22884                            }
22885                        }
22890                        return;
22891                    }
22892                    case 397:
22893                    {
22895                        float num95 = 0.5f;
 
22900                        float num96 = 340f;
 
22908                        {
22910                        }
22915                        {
22917                        }
22922                        value44.Height /= 4;
22929                        {
22931                        }
22935                        {
22938                            value44.Y += value44.Height * 
num98;
 
22940                        }
22941                        else
22942                        {
22946                        }
22948                        return;
22949                    }
22950                    case 396:
22951                    {
22962                        rectangle9.Height /= 3;
22963                        rectangle9.Y += rectangle9.Height * (int)(
rCurrentNPC.localAI[2] / 7f);
 
22967                        rectangle10.Height /= 4;
22968                        rectangle10.Y += rectangle10.Height * (int)(
rCurrentNPC.localAI[3] / 5f);
 
22971                        value35.Height /= 4;
22976                        {
22979                            value35.Y += value35.Height * 
num84;
 
22981                        }
22982                        else
22983                        {
22987                        }
22991                        return;
22992                    }
22993                    case 400:
22994                    {
23005                        return;
23006                    }
23007                    case 416:
23008                    {
23014                        {
23016                        }
23018                        {
23020                            rCurrentNPC.Bottom = 
npc[
num85].Bottom;
 
23023                            rCurrentNPC.gfxOffY = 
npc[
num85].gfxOffY;
 
23025                        }
23029                        {
23031                        }
23032                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[156].Value, 
position15 + 
rCurrentNPC.Size * 
new Vector2(0.5f, 1f) - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23035                        {
23036                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[156].Value, 
position15 + 
rCurrentNPC.Size * 
new Vector2(0.5f, 1f) - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY) + 
spinningpoint3.RotatedBy((
float)
num88 * ((
float)
Math.
PI / 2f)) * 
num87, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23037                        }
23038                        return;
23039                    }
23040                    case 399:
23041                    {
23046                        {
23050                            {
23052                            }
23054                            {
23056                            }
23058                            color22.A = 0;
23060                            {
23062                            }
23063                        }
23066                        mySpriteBatch.Draw(
value27, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, rCurrentNPC.position.Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(127 - 
rCurrentNPC.alpha / 2, 127 - 
rCurrentNPC.alpha / 2, 127 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23072                        mySpriteBatch.Draw(
value27, 
position14, 
value28, 
new Microsoft.
Xna.
Framework.
Color(127 - 
rCurrentNPC.alpha / 2, 127 - 
rCurrentNPC.alpha / 2, 127 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23073                        return;
23074                    }
23075                    case 94:
23076                    {
23078                        {
23087                        }
23088                        break;
23089                    }
23090                    case 384:
23091                        return;
23092                    }
23094                    {
23096                        {
23104                        }
23105                    }
23107                    {
23109                        {
23116                            mySpriteBatch.Draw(
TextureAssets.
Npc[
type].Value, 
new Vector2(
rCurrentNPC.oldPos[
num100].X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.oldPos[
num100].Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36), 
rCurrentNPC.frame, 
alpha10, 
rCurrentNPC.oldRot[
num100], 
halfSize, 
MathHelper.
Lerp(0.5f, 1f, (5f - (
float)
num100) / 6f), 
spriteEffects, 0f);
 
23117                        }
23118                    }
23120                    {
23124                        {
23127                            white3.R = (byte)(255 * (10 - 
num103) / 20);
 
23128                            white3.G = (byte)(255 * (10 - 
num103) / 20);
 
23129                            white3.B = (byte)(255 * (10 - 
num103) / 20);
 
23130                            white3.A = 0;
23134                            {
23136                            }
23139                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[154].Value, 
new Vector2(
rCurrentNPC.oldPos[
num103].X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.oldPos[
num103].Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36), 
frame4, 
white3, 
rCurrentNPC.oldRot[
num103], 
halfSize, 
MathHelper.
Lerp(0.75f, 1.2f, (10f - (
float)
num103) / 10f), 
spriteEffects, 0f);
 
23140                        }
23141                    }
23143                    {
23150                        {
23152                        }
23155                        {
23159                            value46.A = (byte)(64f * 
num107);
 
23167                            {
23169                            }
23171                            mySpriteBatch.Draw(
value45, 
new Vector2(
rCurrentNPC.oldPos[
num108].X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.oldPos[
num108].Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36), 
value47, 
value46, 
rCurrentNPC.oldRot[
num108] + 
num106, 
origin18, 
MathHelper.
Lerp(0.1f, 1.2f, (10f - (
float)
num108) / 10f), 
spriteEffects, 0f);
 
23172                        }
23173                    }
23175                    {
23179                        {
23182                            white4.R = (byte)(255 * (10 - 
num112) / 20);
 
23183                            white4.G = (byte)(255 * (10 - 
num112) / 20);
 
23184                            white4.B = (byte)(255 * (10 - 
num112) / 20);
 
23185                            white4.A = (byte)(255 * (10 - 
num112) / 20);
 
23190                            {
23192                            }
23194                            mySpriteBatch.Draw(
TextureAssets.
Npc[
type].Value, 
new Vector2(
rCurrentNPC.oldPos[
num112].X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.oldPos[
num112].Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36), 
frame5, 
white4, 
rCurrentNPC.rotation, 
halfSize, 
MathHelper.
Lerp(0.35f, 1.2f, (10f - (
float)
num112) / 10f), 
spriteEffects, 0f);
 
23195                        }
23196                    }
23198                    {
23204                    }
23207                    {
23208                        frame6.Height -= 2;
23209                    }
23211                    {
23212                    case 420:
23213                    case 421:
23214                    case 423:
23215                    case 424:
23216                    {
23220                        color24.A /= 2;
23222                        {
23225                        }
23226                        break;
23227                    }
23228                    case 662:
23229                    {
23233                        color23.A /= 4;
23235                        {
23238                        }
23240                        {
23243                        }
23244                        break;
23245                    }
23246                    }
23248                    {
23250                    }
23252                    {
23254                    }
23255                    else if (
type == 356)
 
23256                    {
23259                    }
23260                    else if (
type == 360)
 
23261                    {
23264                        {
23266                            {
23268                            }
23270                            {
23272                            }
23274                            {
23276                            }
23277                        }
23279                    }
23280                    else if (
type == 655)
 
23281                    {
23284                        {
23286                            {
23288                            }
23290                            {
23292                            }
23294                            {
23296                            }
23297                        }
23299                    }
23301                    {
23305                        {
23307                        }
23310                        {
23312                        }
23319                        {
23324                            {
23326                            }
23327                            else
23328                            {
23330                            }
23331                            position17.X -= rCurrentNPC.width / 2;
23333                            {
23335                            }
23336                            else
23337                            {
23339                            }
23340                            position17.Y -= rCurrentNPC.height / 2;
23342                        }
23344                    }
23346                    {
23348                        if (
player.gravDir == -1f)
 
23349                        {
23351                        }
23354                    }
23355                    else
23356                    {
23358                        {
23359                        case 518:
23360                        {
23364                            {
23366                            }
23367                            break;
23368                        }
23369                        case 676:
23370                        case 681:
23371                        {
23373                            {
23376                            }
23382                            {
23385                            }
23386                            break;
23387                        }
23388                        case 685:
23389                        {
23395                            {
23403                                float num136 = (float)
Math.
Sin(Utils.Remap(
vector51.Length(), 0f, 20f, 0f, 1f) * ((
float)Math.PI * 2f));
 
23405                            }
23408                            {
23411                                float num138 = vector52.X % 16f;
 
23413                                {
23415                                }
23417                                {
23418                                    vector52.X += 16f - 
num138;
 
23419                                }
23420                            }
23422                            break;
23423                        }
23424                        case 267:
23425                        {
23429                            {
23431                            }
23432                            break;
23433                        }
23434                        default:
23436                            {
23441                                DrawData drawData = 
new DrawData(
TextureAssets.
Npc[
num125].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35 + 
rCurrentNPC.gfxOffY), 
frame6, 
Microsoft.
Xna.
Framework.
Color.
White * Utils.Remap(
num126, 0f, 1f, 0f, 1f) * ((
float)(
int)
rCurrentNPC.GetAlpha(
npcColor).A / 255f), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects);
 
23446                                {
23451                                }
23456                                DrawPrettyStarSparkle(
num126, 
SpriteEffects.None, 
drawData.position, 
drawColor, 
hslToRgb(
GlobalTimeWrappedHourly % 1f, 1f, 0.65f, 127), Utils.Remap(
rCurrentNPC.ai[1], 30f, 60f, 0f, 30f), 0f, 30f, 30f, 36f, 0f, 
new Vector2(1.5f, 2.5f) * (1f + 
num129 * 0.025f), 
new Vector2(2f, 2f));
 
23457                                DrawPrettyStarSparkle(
num126, 
SpriteEffects.None, 
drawData.position, 
drawColor, 
hslToRgb(
GlobalTimeWrappedHourly % 1f, 1f, 0.65f, 127), Utils.Remap(
rCurrentNPC.ai[1], 30f, 60f, 0f, 30f), 0f, 30f, 30f, 36f, (
float)
Math.
PI / 4f, 
new Vector2(2.5f, 2.5f) * (1f + 
num129 * 0.025f), 
new Vector2(1f, 1f));
 
23460                            }
23461                            else
23462                            {
23464                                if (
NPC.IsMechQueenUp && 
num130 == 134)
 
23465                                {
23468                                }
23471                                {
23473                                }
23474                            }
23475                            break;
23476                        }
23477                    }
23479                    {
23480                        mySpriteBatch.Draw(
TextureAssets.
Confuse.Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35 - (
float)
TextureAssets.
Confuse.Height() - 20f), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Confuse.Width(), 
TextureAssets.
Confuse.Height()), 
rCurrentNPC.GetShimmerColor(
new Microsoft.
Xna.
Framework.
Color(250, 250, 250, 70)), 
rCurrentNPC.velocity.X * -0.05f, 
new Vector2(
TextureAssets.
Confuse.Width() / 2, 
TextureAssets.
Confuse.Height() / 2), 
essScale + 0.2f, 
SpriteEffects.None, 0f);
 
23481                    }
23483                    {
23487                        {
23489                            {
23494                                {
23497                                    mySpriteBatch.Draw(color: 
new Microsoft.Xna.Framework.
Color(255, 255, 255, 0) * 
num144, texture: 
value51, position: 
vector54, 
sourceRectangle: 
frame6, rotation: 
rCurrentNPC.rotation, origin: 
halfSize, scale: 
rCurrentNPC.scale * 
num143, effects: 
spriteEffects, 
layerDepth: 0f);
 
23498                                }
23499                            }
23500                        }
23502                        {
23505                            {
23510                            }
23512                            {
23515                            }
23516                        }
23517                    }
23519                    {
23521                    }
23523                    {
23525                    }
23527                    {
23528                        mySpriteBatch.Draw(
TextureAssets.
Dest[
type - 134].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0) * (1f - (float)
rCurrentNPC.alpha / 255f), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23529                    }
23530                    else if (
type == 125)
 
23531                    {
23532                        mySpriteBatch.Draw(
TextureAssets.
EyeLaser.Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, rCurrentNPC.position.Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23533                    }
23534                    else if (
type == 139)
 
23535                    {
23536                        mySpriteBatch.Draw(
TextureAssets.
Probe.Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, rCurrentNPC.position.Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23537                    }
23538                    else if (
type == 127)
 
23539                    {
23540                        if (
NPC.IsMechQueenUp)
 
23541                        {
23544                            {
23546                                {
23547                                    continue;
23548                                }
23562                                {
23564                                }
23567                                {
23570                                    {
23572                                        continue;
23573                                    }
23578                                    spriteBatch.Draw(
TextureAssets.
Chain12.Value, 
new Vector2(
vector56.X - 
screenPosition.X, 
vector56.Y - 
screenPosition.Y), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Chain12.Width(), 
TextureAssets.
Chain12.Height()), 
color27, 
rotation9, 
new Vector2((
float)
TextureAssets.
Chain12.Width() * 0.5f, 0f), 
scale5, 
SpriteEffects.None, 0f);
 
23583                                }
23584                            }
23585                        }
23586                        else
23587                        {
23588                            mySpriteBatch.Draw(
TextureAssets.
BoneEyes.Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, rCurrentNPC.position.Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23589                        }
23590                    }
23591                    else if (
type == 131)
 
23592                    {
23593                        mySpriteBatch.Draw(
TextureAssets.
BoneLaser.Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, rCurrentNPC.position.Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23594                    }
23595                    else if (
type == 120)
 
23596                    {
23598                        {
23601                            newColor3.R = (byte)(150 * (10 - 
num155) / 15);
 
23602                            newColor3.G = (byte)(100 * (10 - 
num155) / 15);
 
23603                            newColor3.B = (byte)(150 * (10 - 
num155) / 15);
 
23604                            newColor3.A = (byte)(50 * (10 - 
num155) / 15);
 
23607                        }
23608                    }
23609                    else if (
type == 137 || 
type == 138)
 
23610                    {
23612                        {
23615                            newColor4.R = (byte)(150 * (10 - 
num156) / 15);
 
23616                            newColor4.G = (byte)(100 * (10 - 
num156) / 15);
 
23617                            newColor4.B = (byte)(150 * (10 - 
num156) / 15);
 
23618                            newColor4.A = (byte)(50 * (10 - 
num156) / 15);
 
23621                        }
23622                    }
23623                    else if (
type == 327)
 
23624                    {
23627                        {
23631                        }
23632                    }
23633                    else if (
type == 325)
 
23634                    {
23637                        {
23641                        }
23642                    }
23643                    else if (
type == 345)
 
23644                    {
23647                        {
23648                            mySpriteBatch.Draw(color: 
new Microsoft.Xna.Framework.
Color(100 - 
num159 * 10, 100 - 
num159 * 10, 100 - 
num159 * 10, 100 - 
num159 * 10), texture: 
TextureAssets.IceQueen.
Value, position: 
new Vector2(
rCurrentNPC.position.
X - 
screenPos.
X + (float)(
rCurrentNPC.width / 2) - (float)
TextureAssets.Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.
X * 
rCurrentNPC.scale, 
rCurrentNPC.position.
Y - 
screenPos.
Y + (float)
rCurrentNPC.height - (float)
TextureAssets.Npc[
type].Height() * 
rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.
Y * 
rCurrentNPC.scale + 
num36) - 
rCurrentNPC.velocity * 
num159 * 0.2f, 
sourceRectangle: 
rCurrentNPC.frame, rotation: 
rCurrentNPC.rotation, origin: 
halfSize, scale: 
rCurrentNPC.scale, effects: 
spriteEffects, 
layerDepth: 0f);
 
23649                        }
23650                    }
23651                    else if (
type == 355)
 
23652                    {
23653                        mySpriteBatch.Draw(
TextureAssets.
Firefly.Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23654                    }
23655                    else if (
type == 358)
 
23656                    {
23657                        mySpriteBatch.Draw(
TextureAssets.
Lightningbug.Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23658                    }
23659                    else if (
type == 654)
 
23660                    {
23661                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[290].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23662                    }
23663                    else if (
type == 653)
 
23664                    {
23665                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[288].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 3f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23666                    }
23667                    else if (
type == 82)
 
23668                    {
23671                        {
23672                            mySpriteBatch.Draw(color: 
new Microsoft.Xna.Framework.
Color(110 - 
num160 * 10, 110 - 
num160 * 10, 110 - 
num160 * 10, 110 - 
num160 * 10), texture: 
TextureAssets.WraithEye.
Value, position: 
new Vector2(
rCurrentNPC.position.
X - 
screenPos.
X + (float)(
rCurrentNPC.width / 2) - (float)
TextureAssets.Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.
X * 
rCurrentNPC.scale, 
rCurrentNPC.position.
Y - 
screenPos.
Y + (float)
rCurrentNPC.height - (float)
TextureAssets.Npc[
type].Height() * 
rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.
Y * 
rCurrentNPC.scale + 
num36) - 
rCurrentNPC.velocity * 
num160 * 0.5f, 
sourceRectangle: 
rCurrentNPC.frame, rotation: 
rCurrentNPC.rotation, origin: 
halfSize, scale: 
rCurrentNPC.scale, effects: 
spriteEffects, 
layerDepth: 0f);
 
23673                        }
23674                    }
23675                    else if (
type == 253)
 
23676                    {
23679                        {
23680                            mySpriteBatch.Draw(color: 
new Microsoft.Xna.Framework.
Color(210 - 
num161 * 20, 210 - 
num161 * 20, 210 - 
num161 * 20, 210 - 
num161 * 20), texture: 
TextureAssets.ReaperEye.
Value, position: 
new Vector2(
rCurrentNPC.position.
X - 
screenPos.
X + (float)(
rCurrentNPC.width / 2) - (float)
TextureAssets.Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.
X * 
rCurrentNPC.scale, 
rCurrentNPC.position.
Y - 
screenPos.
Y + (float)
rCurrentNPC.height - (float)
TextureAssets.Npc[
type].Height() * 
rCurrentNPC.scale / (float)
npcFrameCount[
type] + 3f + 
halfSize.
Y * 
rCurrentNPC.scale + 
num36) - 
rCurrentNPC.velocity * 
num161 * 0.5f, 
sourceRectangle: 
rCurrentNPC.frame, rotation: 
rCurrentNPC.rotation, origin: 
halfSize, scale: 
rCurrentNPC.scale, effects: 
spriteEffects, 
layerDepth: 0f);
 
23681                        }
23682                    }
23684                    {
23685                        mySpriteBatch.Draw(color: 
new Microsoft.Xna.Framework.
Color(
mouseTextColor, 
mouseTextColor, 
mouseTextColor, 0), texture: 
TextureAssets.Golem[3].
Value, position: 
new Vector2(
rCurrentNPC.position.
X - 
screenPos.
X + (float)(
rCurrentNPC.width / 2) - (float)
TextureAssets.Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.
X * 
rCurrentNPC.scale, 
rCurrentNPC.position.
Y - 
screenPos.
Y + (float)
rCurrentNPC.height - (float)
TextureAssets.Npc[
type].Height() * 
rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.
Y * 
rCurrentNPC.scale + 
num36 + 
num35 + 
rCurrentNPC.gfxOffY), 
sourceRectangle: 
frame6, rotation: 
rCurrentNPC.rotation, origin: 
halfSize, scale: 
rCurrentNPC.scale, effects: 
spriteEffects, 
layerDepth: 0f);
 
23686                    }
23688                    {
23691                        {
23693                            {
23694                                mySpriteBatch.Draw(
TextureAssets.
Golem[1].Value, 
new Vector2(
rCurrentNPC.Center.X - 
screenPos.X - 20f, 
rCurrentNPC.Center.Y - 
screenPos.Y - 27f), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Golem[1].Width(), 
TextureAssets.
Golem[1].Height() / 2), 
color34, 0f, 
default(
Vector2), 1f, 
SpriteEffects.None, 0f);
 
23695                            }
23697                            value52.Y = 0;
23699                        }
23701                        {
23702                            mySpriteBatch.Draw(
TextureAssets.
Golem[2].Value, 
new Vector2(
rCurrentNPC.Center.X - 
screenPos.X + 26f, 
rCurrentNPC.Center.Y - 
screenPos.Y - 28f), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Golem[2].Width(), 
TextureAssets.
Golem[2].Height() / 4), 
color34, 0f, 
default(
Vector2), 1f, 
SpriteEffects.None, 0f);
 
23703                        }
23705                        {
23706                            mySpriteBatch.Draw(
TextureAssets.
Golem[2].Value, 
new Vector2(
rCurrentNPC.Center.X - 
screenPos.X - 38f, 
rCurrentNPC.Center.Y - 
screenPos.Y - 28f), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 
TextureAssets.
Golem[2].Height() / 2, 
TextureAssets.
Golem[2].Width(), 
TextureAssets.
Golem[2].Height() / 4), 
color34, 0f, 
default(
Vector2), 1f, 
SpriteEffects.None, 0f);
 
23707                        }
23708                    }
23710                    {
23713                        {
23714                            mySpriteBatch.Draw(
TextureAssets.
Golem[1].Value, 
new Vector2(
rCurrentNPC.Center.X - 
screenPos.X - 20f, 
rCurrentNPC.Center.Y - 
screenPos.Y - 47f), 
new Microsoft.
Xna.
Framework.
Rectangle(0, 0, 
TextureAssets.
Golem[1].Width(), 
TextureAssets.
Golem[1].Height() / 2), 
color35, 0f, 
default(
Vector2), 1f, 
SpriteEffects.None, 0f);
 
23715                        }
23725                    }
23726                    else if (
type == 383)
 
23727                    {
23728                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[11].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35 + 
rCurrentNPC.gfxOffY), 
frame6, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23730                        {
23732                            mySpriteBatch.Draw(
TextureAssets.
Npc[384].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35 + 
rCurrentNPC.gfxOffY), 
null, 
new Microsoft.
Xna.
Framework.
Color(100, 100, 100, 0), 
rCurrentNPC.rotation, 
new Vector2(
TextureAssets.
Npc[384].Width(), 
TextureAssets.
Npc[384].Height()) / 2f, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23733                        }
23734                    }
23735                    else if (
type == 381)
 
23736                    {
23743                        {
23744                        case 0:
23746                            break;
23747                        case 1:
23749                            break;
23750                        case 2:
23752                            break;
23753                        case 3:
23755                            break;
23756                        case 4:
23758                            break;
23759                        case 5:
23761                            break;
23762                        case 6:
23764                            break;
23765                        case 7:
23767                            break;
23768                        case 8:
23770                            break;
23771                        }
23776                        {
23778                        }
23780                        {
23782                        }
23783                        value55.Y += 44 * 
num165;
 
23785                        {
23786                        case 0:
23788                            break;
23789                        case 1:
23791                            break;
23792                        case 2:
23794                            break;
23795                        case 3:
23797                            break;
23798                        case 4:
23800                            break;
23801                        }
23803                        {
23804                            zero3.X *= -1f;
23806                        }
23811                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[24].Value, 
zero3, 
value55, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
origin19, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23812                    }
23813                    else if (
type == 382)
 
23814                    {
23821                        {
23822                        case 0:
23824                            break;
23825                        case 1:
23827                            break;
23828                        case 2:
23830                            break;
23831                        case 3:
23833                            break;
23834                        case 4:
23836                            break;
23837                        case 5:
23839                            break;
23840                        case 6:
23842                            break;
23843                        case 7:
23845                            break;
23846                        case 8:
23848                            break;
23849                        }
23854                        {
23856                        }
23858                        {
23860                        }
23861                        value56.Y += 44 * 
num168;
 
23863                        {
23864                        case 0:
23866                            break;
23867                        case 1:
23869                            break;
23870                        case 2:
23872                            break;
23873                        case 3:
23875                            break;
23876                        case 4:
23878                            break;
23879                        }
23881                        {
23882                            zero4.X *= -1f;
23884                        }
23889                    }
23890                    else if (
type == 520)
 
23891                    {
23892                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[164].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35 + 
rCurrentNPC.gfxOffY), 
frame6, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23896                        _ = rCurrentNPC.frame.Y / 
num169;
 
23898                        {
23899                            zero5.X *= -1f;
23901                        }
23907                        {
23909                        }
23911                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[165].Value, 
zero5, 
null, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
num170, 
origin21, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23912                    }
23913                    else if (
type == 386)
 
23914                    {
23915                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[31].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(
rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, 
rCurrentNPC.position.Y - 
screenPos.Y + (
float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35 + 
rCurrentNPC.gfxOffY), 
frame6, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23916                    }
23917                    else if (
type == 387)
 
23918                    {
23921                        {
23925                        }
23928                    }
23929                    else if (
type == 388)
 
23930                    {
23931                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[33].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, rCurrentNPC.position.Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35 + 
rCurrentNPC.gfxOffY), 
frame6, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23932                    }
23933                    else if (
type == 389)
 
23934                    {
23935                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[34].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, rCurrentNPC.position.Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
num35 + 
rCurrentNPC.gfxOffY), 
frame6, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
23936                    }
23938                    {
23940                        {
23943                            color37.R = (byte)(0.5 * (
double)(int)
color37.R * (
double)(10 - 
num171) / 20.0);
 
23944                            color37.G = (byte)(0.5 * (
double)(int)
color37.G * (
double)(10 - 
num171) / 20.0);
 
23945                            color37.B = (byte)(0.5 * (
double)(int)
color37.B * (
double)(10 - 
num171) / 20.0);
 
23946                            color37.A = (byte)(0.5 * (
double)(int)
color37.A * (
double)(10 - 
num171) / 20.0);
 
23948                        }
23949                    }
23950                    else if (
type == 437)
 
23951                    {
23953                        white5.A = 200;
23956                    }
23958                    {
23960                        {
23963                            color38.R = (byte)(0.5 * (
double)(int)
color38.R * (
double)(10 - 
num172) / 20.0);
 
23964                            color38.G = (byte)(0.5 * (
double)(int)
color38.G * (
double)(10 - 
num172) / 20.0);
 
23965                            color38.B = (byte)(0.5 * (
double)(int)
color38.B * (
double)(10 - 
num172) / 20.0);
 
23966                            color38.A = (byte)(0.5 * (
double)(int)
color38.A * (
double)(10 - 
num172) / 20.0);
 
23968                        }
23969                    }
23971                    {
23973                        {
23976                            color39.R = (byte)(0.5 * (
double)(int)
color39.R * (
double)(10 - 
num173) / 20.0);
 
23977                            color39.G = (byte)(0.5 * (
double)(int)
color39.G * (
double)(10 - 
num173) / 20.0);
 
23978                            color39.B = (byte)(0.5 * (
double)(int)
color39.B * (
double)(10 - 
num173) / 20.0);
 
23979                            color39.A = (byte)(0.5 * (
double)(int)
color39.A * (
double)(10 - 
num173) / 20.0);
 
23984                            {
23986                            }
23988                        }
23989                    }
23991                    {
23993                        {
23996                            color40.R = (byte)(0.5 * (
double)(int)
color40.R * (
double)(10 - 
num175) / 20.0);
 
23997                            color40.G = (byte)(0.5 * (
double)(int)
color40.G * (
double)(10 - 
num175) / 20.0);
 
23998                            color40.B = (byte)(0.5 * (
double)(int)
color40.B * (
double)(10 - 
num175) / 20.0);
 
23999                            color40.A = (byte)(0.5 * (
double)(int)
color40.A * (
double)(10 - 
num175) / 20.0);
 
24004                            {
24006                            }
24008                        }
24009                    }
24010                    else if (
type == 472)
 
24011                    {
24012                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[110].Value, 
new Vector2(
rCurrentNPC.position.X - 
screenPos.X + (
float)(rCurrentNPC.width / 2) - (
float)
TextureAssets.
Npc[
type].Width() * rCurrentNPC.scale / 2f + halfSize.X * 
rCurrentNPC.scale, rCurrentNPC.position.Y - screenPos.Y + (float)
rCurrentNPC.height - (
float)
TextureAssets.
Npc[
type].Height() * rCurrentNPC.scale / (float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24013                    }
24015                    {
24017                        {
24019                            {
24022                                newColor5.R = (byte)(0.5 * (
double)(int)
newColor5.R * (
double)(10 - 
num177) / 20.0);
 
24023                                newColor5.G = (byte)(0.5 * (
double)(int)
newColor5.G * (
double)(10 - 
num177) / 20.0);
 
24024                                newColor5.B = (byte)(0.5 * (
double)(int)
newColor5.B * (
double)(10 - 
num177) / 20.0);
 
24025                                newColor5.A = (byte)(0.5 * (
double)(int)
newColor5.A * (
double)(10 - 
num177) / 20.0);
 
24028                            }
24029                        }
24030                    }
24031                    else
24032                    {
24034                        {
24035                        case 50:
24036                        {
24041                            {
24042                            case 0:
24044                                break;
24045                            case 1:
24047                                break;
24048                            case 2:
24050                                break;
24051                            case 3:
24053                                break;
24054                            case 4:
24056                                break;
24057                            case 5:
24059                                break;
24060                            }
24063                            break;
24064                        }
24065                        case 411:
24066                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[136].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24067                            break;
24068                        case 409:
24069                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[138].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24070                            break;
24071                        case 410:
24072                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[137].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24073                            break;
24074                        case 407:
24075                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[139].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24076                            break;
24077                        case 405:
24078                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[141].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24079                            break;
24080                        case 406:
24081                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[142].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24082                            break;
24083                        case 424:
24084                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[144].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24085                            break;
24086                        case 423:
24087                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[145].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24088                            break;
24089                        case 421:
24090                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[146].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24091                            break;
24092                        case 420:
24093                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[147].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24094                            break;
24095                        case 425:
24096                        {
24098                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[150].Value, 
vector60, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24101                            DrawPrettyStarSparkle(Utils.Remap(
num200, 0f, 15f, 0f, 1f), 
SpriteEffects.None, 
drawpos, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0), 
Microsoft.
Xna.
Framework.
Color.
Green, 
num200, 0f, 30f, 30f, 36f, 0f, 
new Vector2(3f, 1.5f), 
new Vector2(2f, 2f));
 
24102                            break;
24103                        }
24104                        case 429:
24105                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[151].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24106                            break;
24107                        case 418:
24108                        {
24109                            mySpriteBatch.Draw(
TextureAssets.
GlowMask[161].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24112                            {
24113                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[161].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY) + 
rCurrentNPC.velocity.RotatedBy((
float)
num198 * ((
float)
Math.
PI / 2f)) * 
num197, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24114                            }
24115                            break;
24116                        }
24117                        case 412:
24118                        case 413:
24119                        case 414:
24120                        {
24124                            {
24127                                {
24129                                }
24132                            }
24134                            break;
24135                        }
24136                        default:
24138                            {
24139                            case 415:
24140                            {
24141                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[155].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24144                                {
24145                                    mySpriteBatch.Draw(
TextureAssets.
GlowMask[155].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY) + 
rCurrentNPC.velocity.RotatedBy((
float)
num179 * ((
float)
Math.
PI / 2f)) * 
num178, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24146                                }
24147                                break;
24148                            }
24149                            case 419:
24150                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[154].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24152                                {
24155                                    {
24156                                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[154].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY) + 
rCurrentNPC.velocity.RotatedBy((
float)
num183 * ((
float)
Math.
PI / 2f)) * 
num182, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24157                                    }
24158                                }
24159                                else
24160                                {
24163                                    {
24164                                        mySpriteBatch.Draw(
TextureAssets.
GlowMask[154].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY) + 
Vector2.
UnitX.RotatedBy((
float)
num185 * ((
float)
Math.
PI / 2f)) * 
num184, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24165                                    }
24166                                }
24167                                break;
24168                            case 417:
24169                            {
24170                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[160].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24173                                {
24174                                    mySpriteBatch.Draw(
TextureAssets.
GlowMask[160].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY) + 
rCurrentNPC.velocity.RotatedBy((
float)
num193 * ((
float)
Math.
PI / 2f)) * 
num192, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24175                                }
24176                                break;
24177                            }
24178                            case 516:
24179                            {
24180                                mySpriteBatch.Draw(
TextureAssets.
Npc[
type].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24183                                {
24184                                    mySpriteBatch.Draw(
TextureAssets.
Npc[
type].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY) + 
rCurrentNPC.velocity.RotatedBy((
float)
num187 * ((
float)
Math.
PI / 2f)) * 
num186, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24185                                }
24186                                break;
24187                            }
24188                            case 518:
24189                            {
24191                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[163].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha), 
rCurrentNPC.rotation, 
halfSize + 
vector59, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24194                                {
24195                                    mySpriteBatch.Draw(
TextureAssets.
GlowMask[163].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY) + 
rCurrentNPC.velocity.RotatedBy((
float)
num191 * ((
float)
Math.
PI / 2f)) * 
num190, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0), 
rCurrentNPC.rotation, 
halfSize + 
vector59, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24196                                }
24197                                break;
24198                            }
24199                            case 344:
24200                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[253].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 100) * 0.5f, 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24201                                break;
24202                            case 346:
24203                            {
24206                                {
24207                                    mySpriteBatch.Draw(
TextureAssets.
GlowMask[254].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY) + 
Vector2.
UnitX.RotatedBy((
float)
num181 * ((
float)
Math.
PI / 2f)) * 
num180, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24208                                }
24209                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[254].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 100), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24210                                break;
24211                            }
24212                            case 315:
24213                            {
24216                                {
24217                                    mySpriteBatch.Draw(
TextureAssets.
GlowMask[255].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY) + 
Vector2.
UnitX.RotatedBy((
float)
num189 * ((
float)
Math.
PI / 2f)) * 
num188, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(64, 64, 64, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24218                                }
24219                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[255].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 200), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24220                                break;
24221                            }
24222                            case 525:
24223                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[169].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 100), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24224                                break;
24225                            case 526:
24226                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[170].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 100), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24227                                break;
24228                            case 527:
24229                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[171].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(200, 200, 200, 100), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24230                                break;
24231                            case 533:
24232                                mySpriteBatch.Draw(
TextureAssets.
GlowMask[172].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 100), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24233                                break;
24234                            case 160:
24235                            {
24238                                mySpriteBatch.Draw(
texture2D2, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24239                                break;
24240                            }
24241                            case 209:
24242                            {
24245                                mySpriteBatch.Draw(
texture2D, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24246                                break;
24247                            }
24248                            }
24249                            break;
24250                        }
24251                    }
24253                    {
24255                    }
24256                    break;
24257                }
24258                case 488:
24259                    break;
24260                }
24261                break;
24262            }
24263            goto case 426;
24264        case 426:
24265        case 427:
24266        case 428:
24267        case 521:
24268        case 523:
24269        case 541:
24270        case 542:
24271        case 543:
24272        case 544:
24273        case 545:
24274        case 581:
24275        {
24294            {
24295            case 558:
24296            case 559:
24297            case 560:
24298            case 574:
24299            case 575:
24301                {
24303                    break;
24304                }
24309                break;
24310            case 566:
24311            case 567:
24312            case 578:
24315                break;
24316            case 552:
24317            case 553:
24318            case 554:
24319            case 555:
24320            case 556:
24321            case 557:
24322            case 561:
24323            case 562:
24324            case 563:
24325            case 568:
24326            case 569:
24327            case 570:
24328            case 571:
24329            case 572:
24330            case 573:
24333                {
24335                }
24337                {
24339                }
24341                {
24343                }
24345                {
24348                }
24350                {
24357                    color46.A = 127;
24359                }
24361                {
24369                }
24370                break;
24371            case 541:
24377                break;
24378            case 661:
24384                break;
24385            case 426:
24394                break;
24395            case 427:
24399                break;
24400            case 546:
24404                break;
24405            case 542:
24406            case 543:
24407            case 544:
24408            case 545:
24412                break;
24413            case 581:
24417                break;
24418            case 521:
24424                break;
24425            case 523:
24431                color46.A = 128;
24434                break;
24435            case 620:
24447                break;
24448            case 618:
24449            {
24453                {
24460                }
24462                {
24474                    {
24476                        white8 *= Utils.GetLerpValue(0f, 0.5f, 
num276) * Utils.GetLerpValue(1f, 0.5f, 
num276) * 0.25f;
 
24477                        white8.A = 0;
24478                        white8.G = 0;
24479                        white8.B = 0;
24485                    }
24487                    {
24489                        white9 *= Utils.GetLerpValue(0f, 0.5f, 
num276) * Utils.GetLerpValue(1f, 0.5f, 
num276) * 0.25f;
 
24490                        white9.A = 0;
24496                    }
24497                }
24498                break;
24499            }
24500            }
24502            {
24510                {
24512                }
24518            }
24520            {
24530            }
24536            {
24537            case 427:
24538                mySpriteBatch.Draw(
TextureAssets.
GlowMask[152].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 255 - 
rCurrentNPC.alpha, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24539                break;
24540            case 426:
24541                mySpriteBatch.Draw(
TextureAssets.
GlowMask[153].Value, 
rCurrentNPC.Bottom - 
screenPos + 
new Vector2((
float)(-
TextureAssets.
Npc[
type].Width()) * 
rCurrentNPC.scale / 2f + 
halfSize.X * 
rCurrentNPC.scale, (
float)(-
TextureAssets.
Npc[
type].Height()) * 
rCurrentNPC.scale / (
float)
npcFrameCount[
type] + 4f + 
halfSize.Y * 
rCurrentNPC.scale + 
num36 + 
rCurrentNPC.gfxOffY), 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 128 - 
rCurrentNPC.alpha / 2, 0), 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24542                break;
24543            }
24545            {
24548                {
24556                }
24558            }
24560            {
24563                {
24567                    newColor7.A = 0;
24573                }
24574                mySpriteBatch.Draw(
value76, 
vector70, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 0) * 0.1f, 
rCurrentNPC.rotation, 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24575            }
24577            {
24580                {
24588                }
24592                {
24597                    {
24601                    }
24607                    scale10.Y *= 1f;
24608                    scale10.X *= 1f;
24610                    {
24614                    }
24615                }
24616            }
24618            {
24619                mySpriteBatch.Draw(
TextureAssets.
Extra[76].Value, 
vector70, 
rCurrentNPC.frame, 
new Microsoft.
Xna.
Framework.
Color(255, 255, 255, 200), 
MathHelper.
Clamp(
rCurrentNPC.velocity.X * 0.1f, -(
float)
Math.
PI / 8f, (
float)
Math.
PI / 8f), 
halfSize, 
rCurrentNPC.scale, 
spriteEffects, 0f);
 
24620            }
24622            {
24630                {
24631                case 0:
24633                    break;
24634                case 1:
24636                    break;
24637                case 2:
24639                    break;
24640                case 3:
24642                    break;
24643                case 4:
24645                    break;
24646                case 5:
24648                    break;
24649                case 6:
24651                    break;
24652                case 7:
24654                    break;
24655                case 8:
24657                    break;
24658                }
24661                mySpriteBatch.Draw(
value82, 
vector70 + 
vector71 * 
rCurrentNPC.scale, 
rectangle13, 
color51, 
MathHelper.
Clamp(
rCurrentNPC.velocity.X * 0.1f, -(
float)
Math.
PI / 8f, (
float)
Math.
PI / 8f), 
rectangle13.Size() / 2f, 
rCurrentNPC.scale * 0.7f, 
spriteEffects ^ 
SpriteEffects.FlipHorizontally, 0f);
 
24662            }
24664            {
24666            }
24667            break;
24668        }
24669        }
24670    }
static readonly BlendState AlphaBlend
 
static readonly DepthStencilState Default
 
static readonly DepthStencilState None
 
static readonly RasterizerState CullNone
 
static readonly SamplerState PointWrap
 
static readonly SamplerState PointClamp
 
static float Lerp(float value1, float value2, float amount)
 
static float WrapAngle(float angle)
 
static float Max(float value1, float value2)
 
static float Clamp(float value, float min, float max)
 
static double Acos(double d)
 
static double Cos(double d)
 
static byte Min(byte val1, byte val2)
 
static double Atan2(double y, double x)
 
static double Sqrt(double d)
 
static double Pow(double x, double y)
 
static double Abs(double value)
 
static double Sin(double a)
 
static Asset< Texture2D > AntLion
 
static Asset< Texture2D > Chain5
 
static Asset< Texture2D > ReaperEye
 
static Asset< Texture2D >[] Npc
 
static Asset< Texture2D > Ninja
 
static Asset< Texture2D > Chain4
 
static Asset< Texture2D > SpikeBase
 
static Asset< Texture2D > DukeFishron
 
static Asset< Texture2D >[] Projectile
 
static Asset< Texture2D > TreeFace
 
static Asset< Texture2D >[] GlowMask
 
static Asset< Texture2D > Chain24
 
static Asset< Texture2D > IceQueen
 
static Asset< Texture2D > Firefly
 
static Asset< Texture2D > Chain10
 
static Asset< Texture2D > PumpkingFace
 
static Asset< Texture2D > Chain11
 
static Asset< Texture2D > BoneArm2
 
static Asset< Texture2D > BoneEyes
 
static Asset< Texture2D >[] Extra
 
static Asset< Texture2D > Chain12
 
static Asset< Texture2D > Confuse
 
static Asset< Texture2D > BoneArm
 
static Asset< Texture2D > SantaTank
 
static Asset< Texture2D > EyeLaser
 
static Asset< Texture2D > WraithEye
 
static Asset< Texture2D > Chaos
 
static Asset< Texture2D > Lightningbug
 
static Asset< Texture2D > Chain25
 
static Asset< Texture2D > Chain
 
static Asset< Texture2D > Chain14
 
static Asset< Texture2D > PumpkingArm
 
static Asset< Texture2D >[] Golem
 
static Asset< Texture2D > BoneLaser
 
static Asset< Texture2D > PumpkingCloak
 
static Asset< Texture2D >[] Dest
 
static Asset< Texture2D > Chain21
 
static Asset< Texture2D > Probe
 
static FilterManager Scene
 
static Dictionary< string, MiscShaderData > Misc
 
static ArmorShaderDataSet Armor
 
static int ColorOnlyShaderIndex
 
static void DrawNPCDirect_Deerclops(SpriteBatch mySpriteBatch, NPC rCurrentNPC, ref Vector2 screenPos, int typeCache, ref Microsoft.Xna.Framework.Color npcColor, ref Vector2 halfSize, SpriteEffects npcSpriteEffect)
 
void LoadProjectile(int i)
 
static int[] npcFrameCount
 
static void DrawNPC_SlimeItem(NPC rCurrentNPC, int typeCache, Microsoft.Xna.Framework.Color npcColor, float addedRotation)
 
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 Effect pixelShader
 
static Microsoft.Xna.Framework.Color tileColor
 
static Vector2[] OffsetsPlayerHeadgear
 
static Microsoft.Xna.Framework.Color buffColor(Microsoft.Xna.Framework.Color newColor, float R, float G, float B, float A)
 
static double timeForVisualEffects
 
static void DrawNPCDirect_HallowBoss(SpriteBatch mySpriteBatch, NPC rCurrentNPC, ref Vector2 screenPos, int typeCache, ref Microsoft.Xna.Framework.Color npcColor, ref Vector2 halfSize, SpriteEffects npcSpriteEffect)
 
static Vector2 screenPosition
 
void DrawNPCDirect_QueenSlimeWings(NPC rCurrentNPC, SpriteBatch mySpriteBatch, Vector2 screenPos, Vector2 drawCenter, Microsoft.Xna.Framework.Color originColor)
 
static byte mouseTextColor
 
void DrawElderEye(SpriteBatch spriteBatch, Vector2 worldPosition, float opacity, float scale, int frameNumber, Microsoft.Xna.Framework.Color passedColor)
 
static SamplerState DefaultSamplerState
 
static UnifiedRandom rand
 
static RasterizerState Rasterizer
 
static void DrawNPCDirect_Faeling(SpriteBatch mySpriteBatch, NPC rCurrentNPC, ref Vector2 screenPos, int typeCache, ref Microsoft.Xna.Framework.Color npcColor, ref Vector2 halfSize, SpriteEffects npcSpriteEffect)
 
static void GetItemDrawFrame(int item, out Texture2D itemTexture, out Microsoft.Xna.Framework.Rectangle itemFrame)
 
static Microsoft.Xna.Framework.Color hslToRgb(Vector3 hslVector)
 
void DrawNPCExtras(NPC n, bool beforeDraw, float addHeight, float addY, Microsoft.Xna.Framework.Color npcColor, Vector2 halfSize, SpriteEffects npcSpriteEffect, Vector2 screenPosition)
 
static float NPCAddHeight(NPC theNPC)
 
static IAssetRepository Assets
 
static float GlobalTimeWrappedHourly
 
static Color CornflowerBlue
 
static Color Lerp(Color value1, Color value2, float amount)
 
static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)