2860 {
2861 Player player = Main.player[Main.myPlayer];
2863 {
2865 return;
2866 }
2867 bool overFlowing;
2868 long num = Utils.CoinsCount(out overFlowing, player.bank.item);
2869 long num2 = Utils.CoinsCount(out overFlowing, player.bank2.item);
2870 long num3 = Utils.CoinsCount(out overFlowing, player.bank3.item);
2871 long num4 = Utils.CoinsCount(out overFlowing, player.bank4.item);
2872 long num5 = Utils.CoinsCombineStacks(out overFlowing, num, num2, num3, num4);
2873 if (num5 > 0)
2874 {
2875 Main.GetItemDrawFrame(4076, out var itemTexture, out var itemFrame);
2876 Main.GetItemDrawFrame(3813, out var itemTexture2, out var itemFrame2);
2877 Main.GetItemDrawFrame(346, out var itemTexture3, out var _);
2878 Main.GetItemDrawFrame(87, out var itemTexture4, out var _);
2879 if (num4 > 0)
2880 {
2881 sb.
Draw(itemTexture, Utils.CenteredRectangle(
new Vector2(shopx + 92f, shopy + 45f), itemFrame.Size() * 0.65f),
null,
Color.
White);
2882 }
2883 if (num3 > 0)
2884 {
2885 sb.
Draw(itemTexture2, Utils.CenteredRectangle(
new Vector2(shopx + 92f, shopy + 45f), itemFrame2.Size() * 0.65f),
null,
Color.
White);
2886 }
2887 if (num2 > 0)
2888 {
2889 sb.
Draw(itemTexture3, Utils.CenteredRectangle(
new Vector2(shopx + 80f, shopy + 50f), itemTexture3.Size() * 0.65f),
null,
Color.
White);
2890 }
2891 if (num > 0)
2892 {
2893 sb.
Draw(itemTexture4, Utils.CenteredRectangle(
new Vector2(shopx + 70f, shopy + 60f), itemTexture4.Size() * 0.65f),
null,
Color.
White);
2894 }
2895 DrawMoney(sb, Lang.inter[66].Value, shopx, shopy, Utils.CoinsSplit(num5), horizontal);
2896 }
2897 }
void Draw(Texture2D texture, Vector2 position, Color color)
static void DrawSavings(SpriteBatch sb, int currencyIndex, float shopx, float shopy, bool horizontal=false)
static void DrawMoney(SpriteBatch sb, string text, float shopx, float shopy, int[] coinsArray, bool horizontal=false)
static int _customCurrencyForSavings