150 {
152 workingLightMap.LightDecayThroughAir = 0.91f;
153 workingLightMap.LightDecayThroughSolid = 0.56f;
154 workingLightMap.LightDecayThroughHoney =
new Vector3(0.75f, 0.7f, 0.6f) * 0.91f;
155 switch (Main.waterStyle)
156 {
157 case 0:
158 case 1:
159 case 7:
160 case 8:
161 workingLightMap.LightDecayThroughWater =
new Vector3(0.88f, 0.96f, 1.015f) * 0.91f;
162 break;
163 case 2:
164 workingLightMap.LightDecayThroughWater =
new Vector3(0.94f, 0.85f, 1.01f) * 0.91f;
165 break;
166 case 3:
167 workingLightMap.LightDecayThroughWater =
new Vector3(0.84f, 0.95f, 1.015f) * 0.91f;
168 break;
169 case 4:
170 workingLightMap.LightDecayThroughWater =
new Vector3(0.9f, 0.86f, 1.01f) * 0.91f;
171 break;
172 case 5:
173 workingLightMap.LightDecayThroughWater =
new Vector3(0.84f, 0.99f, 1.01f) * 0.91f;
174 break;
175 case 6:
176 workingLightMap.LightDecayThroughWater =
new Vector3(0.83f, 0.93f, 0.98f) * 0.91f;
177 break;
178 case 9:
179 workingLightMap.LightDecayThroughWater =
new Vector3(1f, 0.88f, 0.84f) * 0.91f;
180 break;
181 case 10:
182 workingLightMap.LightDecayThroughWater =
new Vector3(0.83f, 1f, 1f) * 0.91f;
183 break;
184 case 12:
185 workingLightMap.LightDecayThroughWater =
new Vector3(0.95f, 0.98f, 0.85f) * 0.91f;
186 break;
187 case 13:
188 workingLightMap.LightDecayThroughWater =
new Vector3(0.9f, 1f, 1.02f) * 0.91f;
189 break;
190 }
191 if (Main.player[Main.myPlayer].nightVision)
192 {
193 workingLightMap.LightDecayThroughAir *= 1.03f;
194 workingLightMap.LightDecayThroughSolid *= 1.03f;
195 }
196 if (Main.player[Main.myPlayer].blind)
197 {
198 workingLightMap.LightDecayThroughAir *= 0.95f;
199 workingLightMap.LightDecayThroughSolid *= 0.95f;
200 }
201 if (Main.player[Main.myPlayer].blackout)
202 {
203 workingLightMap.LightDecayThroughAir *= 0.85f;
204 workingLightMap.LightDecayThroughSolid *= 0.85f;
205 }
206 if (Main.player[Main.myPlayer].headcovered)
207 {
208 workingLightMap.LightDecayThroughAir *= 0.85f;
209 workingLightMap.LightDecayThroughSolid *= 0.85f;
210 }
211 workingLightMap.LightDecayThroughAir *=
Player.airLightDecay;
212 workingLightMap.LightDecayThroughSolid *=
Player.solidLightDecay;
213 }
LightMap _workingLightMap