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)