30 settings.IndexOfPlayerWhoInvokedThis = (byte)
Main.
myPlayer;
31 if (overrideInvokingPlayerIndex.HasValue)
33 settings.IndexOfPlayerWhoInvokedThis = (byte)overrideInvokingPlayerIndex.Value;
47 settings.IndexOfPlayerWhoInvokedThis = (byte)
Main.
myPlayer;
53 settings.IndexOfPlayerWhoInvokedThis = (byte)
Main.
myPlayer;
211 for (
float num = 0f; num < 20f; num += 1f)
216 prettySparkleParticle.LocalPosition =
Main.
rand.NextVector2FromRectangle(rect);
217 prettySparkleParticle.Rotation = (float)
Math.
PI / 2f;
218 prettySparkleParticle.Scale =
new Vector2(1f +
Main.
rand.NextFloat() * 2f, 0.7f +
Main.
rand.NextFloat() * 0.7f);
219 prettySparkleParticle.Velocity =
new Vector2(0f, -1f);
220 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
221 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
222 prettySparkleParticle.TimeToLive = num2;
223 prettySparkleParticle.FadeOutEnd = num2;
224 prettySparkleParticle.FadeInEnd = num2 / 2;
225 prettySparkleParticle.FadeOutStart = num2 / 2;
226 prettySparkleParticle.AdditiveAmount = 0.35f;
227 prettySparkleParticle.DrawVerticalAxis =
false;
230 prettySparkleParticle2.ColorTint =
new Color(255, 255, 255, 0);
231 prettySparkleParticle2.LocalPosition =
Main.
rand.NextVector2FromRectangle(rect);
232 prettySparkleParticle2.Rotation = (float)
Math.
PI / 2f;
233 prettySparkleParticle2.Scale = prettySparkleParticle.Scale * 0.5f;
234 prettySparkleParticle2.Velocity =
new Vector2(0f, -1f);
235 prettySparkleParticle2.FadeInNormalizedTime = 5
E-06f;
236 prettySparkleParticle2.FadeOutNormalizedTime = 0.95f;
237 prettySparkleParticle2.TimeToLive = num2;
238 prettySparkleParticle2.FadeOutEnd = num2;
239 prettySparkleParticle2.FadeInEnd = num2 / 2;
240 prettySparkleParticle2.FadeOutStart = num2 / 2;
241 prettySparkleParticle2.AdditiveAmount = 1f;
242 prettySparkleParticle2.DrawVerticalAxis =
false;
250 for (
float num = 0f; num < 20f; num += 1f)
255 prettySparkleParticle.LocalPosition =
Main.
rand.NextVector2FromRectangle(rectangle);
256 prettySparkleParticle.Rotation = (float)
Math.
PI / 2f;
257 prettySparkleParticle.Scale =
new Vector2(1f +
Main.
rand.NextFloat() * 2f, 0.7f +
Main.
rand.NextFloat() * 0.7f);
258 prettySparkleParticle.Velocity =
new Vector2(0f, -1f);
259 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
260 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
261 prettySparkleParticle.TimeToLive = num2;
262 prettySparkleParticle.FadeOutEnd = num2;
263 prettySparkleParticle.FadeInEnd = num2 / 2;
264 prettySparkleParticle.FadeOutStart = num2 / 2;
265 prettySparkleParticle.AdditiveAmount = 0.35f;
266 prettySparkleParticle.DrawVerticalAxis =
false;
269 prettySparkleParticle2.ColorTint =
new Color(255, 255, 255, 0);
270 prettySparkleParticle2.LocalPosition =
Main.
rand.NextVector2FromRectangle(rectangle);
271 prettySparkleParticle2.Rotation = (float)
Math.
PI / 2f;
272 prettySparkleParticle2.Scale = prettySparkleParticle.Scale * 0.5f;
273 prettySparkleParticle2.Velocity =
new Vector2(0f, -1f);
274 prettySparkleParticle2.FadeInNormalizedTime = 5
E-06f;
275 prettySparkleParticle2.FadeOutNormalizedTime = 0.95f;
276 prettySparkleParticle2.TimeToLive = num2;
277 prettySparkleParticle2.FadeOutEnd = num2;
278 prettySparkleParticle2.FadeInEnd = num2 / 2;
279 prettySparkleParticle2.FadeOutStart = num2 / 2;
280 prettySparkleParticle2.AdditiveAmount = 1f;
281 prettySparkleParticle2.DrawVerticalAxis =
false;
284 for (
int i = 0; i < 20; i++)
324 int num = ((settings.MovementVector.X < 0f) ? 1 : (-1));
326 for (
int i = 0; i < 3 + num2; i++)
348 fadingParticle.AccelerationPerFrame = settings.MovementVector / num;
350 fadingParticle.ColorTint.A = 30;
351 fadingParticle.FadeInNormalizedTime = 0.5f;
352 fadingParticle.FadeOutNormalizedTime = 0.5f;
353 fadingParticle.Rotation =
Main.
rand.NextFloat() * ((float)
Math.
PI * 2f);
354 fadingParticle.Scale = Vector2.One * (0.5f + 0.5f *
Main.
rand.NextFloat());
365 hitbox.Height -= num;
370 for (
int i = 0; i < 40; i++)
374 dust.velocity += player.velocity * 2f *
Main.
rand.NextFloat();
375 dust.noGravity =
true;
376 dust.noLight = (dust.noLightEmittence =
true);
378 for (
int j = 0; j < 5; j++)
382 dust2.velocity += player.velocity * 2f *
Main.
rand.NextFloat();
383 dust2.noGravity =
true;
384 dust2.noLight = (dust2.noLightEmittence =
true);
407 for (
int i = 0; i < 30; i++)
413 dust.velocity.Y *= -1f;
415 dust.noGravity =
true;
417 for (
int j = 0; j < 8; j++)
426 for (
int i = 0; i < 60; i++)
434 for (
int i = 0; i < 40; i++)
436 Dust dust =
Dust.
NewDustPerfect(settings.
PositionInWorld +
Main.
rand.NextVector2Circular(20f, 20f), 43, (settings.
MovementVector * 0.75f +
Main.
rand.NextVector2Circular(6f, 6f)) *
Main.
rand.NextFloat(), 26,
Color.
Lerp(
new Color(183, 88, 25),
Color.
White,
Main.
rand.NextFloat() * 0.5f), 1f +
Main.
rand.NextFloat() * 1.4f);
440 dust.velocity.Y *= -1f;
442 dust.noGravity =
true;
449 for (
int i = 0; i < 2; i++)
451 float num2 = (float)
Math.
PI * 2f *
Main.
rand.NextFloatDirection() * 0.05f;
455 value.A =
byte.MaxValue;
457 for (
float num3 = 0f; num3 < 4f; num3 += 1f)
460 Vector2 vector = ((float)
Math.
PI / 2f * num3 + num2).ToRotationVector2() * 4f;
461 prettySparkleParticle.ColorTint = color;
463 prettySparkleParticle.Rotation = vector.ToRotation();
464 prettySparkleParticle.Scale =
new Vector2((num3 % 2f == 0f) ? 2f : 4f, 0.5f) * 1.1f;
465 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
466 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
467 prettySparkleParticle.TimeToLive = num;
468 prettySparkleParticle.FadeOutEnd = num;
469 prettySparkleParticle.FadeInEnd = num / 2f;
470 prettySparkleParticle.FadeOutStart = num / 2f;
471 prettySparkleParticle.AdditiveAmount = 0.35f;
472 prettySparkleParticle.Velocity = -vector * 0.2f;
473 prettySparkleParticle.DrawVerticalAxis =
false;
476 prettySparkleParticle.Scale *= 0.9f;
477 prettySparkleParticle.Velocity *= 0.9f;
481 for (
float num4 = 0f; num4 < 4f; num4 += 1f)
484 Vector2 vector2 = ((float)
Math.
PI / 2f * num4 + num2).ToRotationVector2() * 4f;
485 prettySparkleParticle2.ColorTint =
value;
487 prettySparkleParticle2.Rotation = vector2.ToRotation();
488 prettySparkleParticle2.Scale =
new Vector2((num4 % 2f == 0f) ? 2f : 4f, 0.5f) * 0.7f;
489 prettySparkleParticle2.FadeInNormalizedTime = 5
E-06f;
490 prettySparkleParticle2.FadeOutNormalizedTime = 0.95f;
491 prettySparkleParticle2.TimeToLive = num;
492 prettySparkleParticle2.FadeOutEnd = num;
493 prettySparkleParticle2.FadeInEnd = num / 2f;
494 prettySparkleParticle2.FadeOutStart = num / 2f;
495 prettySparkleParticle2.Velocity = vector2 * 0.2f;
496 prettySparkleParticle2.DrawVerticalAxis =
false;
499 prettySparkleParticle2.Scale *= 1.2f;
500 prettySparkleParticle2.Velocity *= 1.2f;
505 for (
int j = 0; j < 1; j++)
508 dust.noGravity =
true;
513 dust2.noGravity =
true;
527 Vector2 vector3 = settings.PositionInWorld + vector2;
528 Vector2 vector4 = vector - vector3;
532 uniqueInfoPiece =
value.type;
536 itemTransferParticle.
Prepare(uniqueInfoPiece, num, vector3, vector3 + vector4);
544 for (
int i = 0; i < 13; i++)
548 gore.velocity = ((float)
Math.
PI * 2f * (
float)
Main.
rand.Next()).ToRotationVector2() *
Main.
rand.NextFloat() + settings.MovementVector * 0.5f;
557 for (
float num3 = 0f; num3 < 4f; num3 += 1f)
560 Vector2 vector = ((float)
Math.
PI / 2f * num3 + num2).ToRotationVector2() * 4f;
561 prettySparkleParticle.ColorTint =
new Color(0.2f, 0.85f, 0.4f, 0.5f);
563 prettySparkleParticle.Rotation = vector.ToRotation();
564 prettySparkleParticle.Scale =
new Vector2(x, 0.5f) * 1.1f;
565 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
566 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
567 prettySparkleParticle.TimeToLive = num;
568 prettySparkleParticle.FadeOutEnd = num;
569 prettySparkleParticle.FadeInEnd = num / 2f;
570 prettySparkleParticle.FadeOutStart = num / 2f;
571 prettySparkleParticle.AdditiveAmount = 0.35f;
572 prettySparkleParticle.Velocity = -vector * 0.2f;
573 prettySparkleParticle.DrawVerticalAxis =
false;
576 prettySparkleParticle.Scale *= 1.5f;
577 prettySparkleParticle.Velocity *= 2f;
581 for (
float num4 = -1f; num4 <= 1f; num4 += 2f)
584 _ = num2.ToRotationVector2() * 4f;
585 Vector2 vector2 = ((float)
Math.
PI / 2f * num4 + num2).ToRotationVector2() * 2f;
586 prettySparkleParticle2.ColorTint =
new Color(0.4f, 1f, 0.4f, 0.5f);
588 prettySparkleParticle2.Rotation = vector2.ToRotation();
589 prettySparkleParticle2.Scale =
new Vector2(x, 0.5f) * 1.1f;
590 prettySparkleParticle2.FadeInNormalizedTime = 5
E-06f;
591 prettySparkleParticle2.FadeOutNormalizedTime = 0.95f;
592 prettySparkleParticle2.TimeToLive = num;
593 prettySparkleParticle2.FadeOutEnd = num;
594 prettySparkleParticle2.FadeInEnd = num / 2f;
595 prettySparkleParticle2.FadeOutStart = num / 2f;
596 prettySparkleParticle2.AdditiveAmount = 0.35f;
597 prettySparkleParticle2.Velocity = vector2.RotatedBy(1.5707963705062866) * 0.5f;
598 prettySparkleParticle2.DrawVerticalAxis =
false;
601 for (
float num5 = 0f; num5 < 4f; num5 += 1f)
604 Vector2 vector3 = ((float)
Math.
PI / 2f * num5 + num2).ToRotationVector2() * 4f;
605 prettySparkleParticle3.ColorTint =
new Color(0.2f, 1f, 0.2f, 1f);
607 prettySparkleParticle3.Rotation = vector3.ToRotation();
608 prettySparkleParticle3.Scale =
new Vector2(x, 0.5f) * 0.7f;
609 prettySparkleParticle3.FadeInNormalizedTime = 5
E-06f;
610 prettySparkleParticle3.FadeOutNormalizedTime = 0.95f;
611 prettySparkleParticle3.TimeToLive = num;
612 prettySparkleParticle3.FadeOutEnd = num;
613 prettySparkleParticle3.FadeInEnd = num / 2f;
614 prettySparkleParticle3.FadeOutStart = num / 2f;
615 prettySparkleParticle3.Velocity = vector3 * 0.2f;
616 prettySparkleParticle3.DrawVerticalAxis =
false;
619 prettySparkleParticle3.Scale *= 1.5f;
620 prettySparkleParticle3.Velocity *= 2f;
623 for (
int i = 0; i < 1; i++)
626 dust.noGravity =
true;
629 dust2.noGravity =
true;
639 for (
float num3 = 0f; num3 < 4f; num3 += 1f)
642 Vector2 vector = ((float)
Math.
PI / 2f * num3 + num2).ToRotationVector2() * 4f;
643 prettySparkleParticle.ColorTint =
new Color(0.9f, 0.85f, 0.4f, 0.5f);
645 prettySparkleParticle.Rotation = vector.ToRotation();
646 prettySparkleParticle.Scale =
new Vector2((num3 % 2f == 0f) ? 2f : 4f, 0.5f) * 1.1f;
647 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
648 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
649 prettySparkleParticle.TimeToLive = num;
650 prettySparkleParticle.FadeOutEnd = num;
651 prettySparkleParticle.FadeInEnd = num / 2f;
652 prettySparkleParticle.FadeOutStart = num / 2f;
653 prettySparkleParticle.AdditiveAmount = 0.35f;
654 prettySparkleParticle.Velocity = -vector * 0.2f;
655 prettySparkleParticle.DrawVerticalAxis =
false;
658 prettySparkleParticle.Scale *= 1.5f;
659 prettySparkleParticle.Velocity *= 1.5f;
663 for (
float num4 = 0f; num4 < 4f; num4 += 1f)
666 Vector2 vector2 = ((float)
Math.
PI / 2f * num4 + num2).ToRotationVector2() * 4f;
667 prettySparkleParticle2.ColorTint =
new Color(1f, 1f, 0.2f, 1f);
669 prettySparkleParticle2.Rotation = vector2.ToRotation();
670 prettySparkleParticle2.Scale =
new Vector2((num4 % 2f == 0f) ? 2f : 4f, 0.5f) * 0.7f;
671 prettySparkleParticle2.FadeInNormalizedTime = 5
E-06f;
672 prettySparkleParticle2.FadeOutNormalizedTime = 0.95f;
673 prettySparkleParticle2.TimeToLive = num;
674 prettySparkleParticle2.FadeOutEnd = num;
675 prettySparkleParticle2.FadeInEnd = num / 2f;
676 prettySparkleParticle2.FadeOutStart = num / 2f;
677 prettySparkleParticle2.Velocity = vector2 * 0.2f;
678 prettySparkleParticle2.DrawVerticalAxis =
false;
681 prettySparkleParticle2.Scale *= 1.5f;
682 prettySparkleParticle2.Velocity *= 1.5f;
685 for (
int i = 0; i < 1; i++)
688 dust.noGravity =
true;
691 dust2.noGravity =
true;
720 Color lightColorTint =
new Color(0.2f, 0.4f, 0.15f);
722 float num5 = (float)
Math.
PI / 20f;
723 float num6 = (float)
Math.
PI / 15f;
724 for (
int i = 0; i < num; i++)
727 spinninpoint = spinninpoint.RotatedByRandom(num5);
730 gasParticle.Velocity = spinninpoint;
732 gasParticle.LightColorTint = lightColorTint;
733 gasParticle.LocalPosition = positionInWorld + spinninpoint;
734 gasParticle.TimeToLive = 50 +
Main.
rand.Next(20);
735 gasParticle.InitialScale = 1f +
Main.
rand.NextFloat() * 0.35f;
738 for (
int j = 0; j < num2; j++)
741 spinninpoint2 = spinninpoint2.RotatedByRandom(num6);
744 spinninpoint2 *= 0.5f;
748 gasParticle2.Velocity = spinninpoint2;
750 gasParticle2.LightColorTint = lightColorTint;
751 gasParticle2.LocalPosition = positionInWorld;
752 gasParticle2.TimeToLive = 80 +
Main.
rand.Next(30);
753 gasParticle2.InitialScale = 1f +
Main.
rand.NextFloat() * 0.5f;
761 float num2 = (float)
Math.
PI / 4f;
762 for (
float num3 = 0f; num3 < 2f; num3 += 1f)
765 Vector2 v = ((float)
Math.
PI / 2f * num3 + num2).ToRotationVector2() * 4f;
766 prettySparkleParticle.ColorTint =
new Color(1f, 0f, 0.3f, 1f);
768 prettySparkleParticle.Rotation = v.ToRotation();
769 prettySparkleParticle.Scale =
new Vector2(5f, 0.5f) * 1.1f;
770 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
771 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
772 prettySparkleParticle.TimeToLive = num;
773 prettySparkleParticle.FadeOutEnd = num;
774 prettySparkleParticle.FadeInEnd = num / 2f;
775 prettySparkleParticle.FadeOutStart = num / 2f;
776 prettySparkleParticle.AdditiveAmount = 0.35f;
777 prettySparkleParticle.DrawVerticalAxis =
false;
780 for (
float num4 = 0f; num4 < 2f; num4 += 1f)
783 Vector2 vector = ((float)
Math.
PI / 2f * num4 + num2).ToRotationVector2() * 4f;
784 prettySparkleParticle2.ColorTint =
new Color(1f, 0.5f, 0.8f, 1f);
786 prettySparkleParticle2.Rotation = vector.ToRotation();
787 prettySparkleParticle2.Scale =
new Vector2(3f, 0.5f) * 0.7f;
788 prettySparkleParticle2.FadeInNormalizedTime = 5
E-06f;
789 prettySparkleParticle2.FadeOutNormalizedTime = 0.95f;
790 prettySparkleParticle2.TimeToLive = num;
791 prettySparkleParticle2.FadeOutEnd = num;
792 prettySparkleParticle2.FadeInEnd = num / 2f;
793 prettySparkleParticle2.FadeOutStart = num / 2f;
794 prettySparkleParticle2.DrawVerticalAxis =
false;
796 for (
int i = 0; i < 1; i++)
801 dust.noGravity =
true;
804 dust2.noGravity =
true;
811 for (
float num5 = 0f; num5 < 4f; num5 += 1f)
814 Vector2 vector2 = ((float)
Math.
PI / 2f * num5 + num2).ToRotationVector2() * 4f;
815 prettySparkleParticle3.ColorTint =
new Color(0.9f, 0.85f, 0.4f, 0.5f);
817 prettySparkleParticle3.Rotation = vector2.ToRotation();
818 prettySparkleParticle3.Scale =
new Vector2((num5 % 2f == 0f) ? 2f : 4f, 0.5f) * 1.1f;
819 prettySparkleParticle3.FadeInNormalizedTime = 5
E-06f;
820 prettySparkleParticle3.FadeOutNormalizedTime = 0.95f;
821 prettySparkleParticle3.TimeToLive = num;
822 prettySparkleParticle3.FadeOutEnd = num;
823 prettySparkleParticle3.FadeInEnd = num / 2f;
824 prettySparkleParticle3.FadeOutStart = num / 2f;
825 prettySparkleParticle3.AdditiveAmount = 0.35f;
826 prettySparkleParticle3.Velocity = -vector2 * 0.2f;
827 prettySparkleParticle3.DrawVerticalAxis =
false;
830 prettySparkleParticle3.Scale *= 1.5f;
831 prettySparkleParticle3.Velocity *= 1.5f;
835 for (
float num6 = 0f; num6 < 4f; num6 += 1f)
838 Vector2 vector3 = ((float)
Math.
PI / 2f * num6 + num2).ToRotationVector2() * 4f;
839 prettySparkleParticle4.ColorTint =
new Color(1f, 1f, 0.2f, 1f);
841 prettySparkleParticle4.Rotation = vector3.ToRotation();
842 prettySparkleParticle4.Scale =
new Vector2((num6 % 2f == 0f) ? 2f : 4f, 0.5f) * 0.7f;
843 prettySparkleParticle4.FadeInNormalizedTime = 5
E-06f;
844 prettySparkleParticle4.FadeOutNormalizedTime = 0.95f;
845 prettySparkleParticle4.TimeToLive = num;
846 prettySparkleParticle4.FadeOutEnd = num;
847 prettySparkleParticle4.FadeInEnd = num / 2f;
848 prettySparkleParticle4.FadeOutStart = num / 2f;
849 prettySparkleParticle4.Velocity = vector3 * 0.2f;
850 prettySparkleParticle4.DrawVerticalAxis =
false;
853 prettySparkleParticle4.Scale *= 1.5f;
854 prettySparkleParticle4.Velocity *= 1.5f;
857 for (
int j = 0; j < 1; j++)
862 dust3.noGravity =
true;
865 dust4.noGravity =
true;
874 float num = 10f + 20f *
Main.
rand.NextFloat();
875 float num2 = -(float)
Math.
PI / 4f;
876 float num3 = 0.2f + 0.4f *
Main.
rand.NextFloat();
879 colorTint *=
Main.
rand.NextFloat() * 0.3f + 0.7f;
880 for (
float num4 = 0f; num4 < 2f; num4 += 1f)
883 Vector2 vector = ((float)
Math.
PI / 4f + (
float)Math.PI * num4 + num2).ToRotationVector2() * 4f;
884 prettySparkleParticle.ColorTint = colorTint;
886 prettySparkleParticle.Rotation = vector.ToRotation();
887 prettySparkleParticle.Scale =
new Vector2(4f, 1f) * 1.1f * num3;
888 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
889 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
890 prettySparkleParticle.TimeToLive = num;
891 prettySparkleParticle.FadeOutEnd = num;
892 prettySparkleParticle.FadeInEnd = num / 2f;
893 prettySparkleParticle.FadeOutStart = num / 2f;
894 prettySparkleParticle.AdditiveAmount = 0.35f;
895 prettySparkleParticle.LocalPosition -= vector * num * 0.25f;
896 prettySparkleParticle.Velocity = vector * 0.05f;
897 prettySparkleParticle.DrawVerticalAxis =
false;
900 prettySparkleParticle.Scale *= 1.5f;
901 prettySparkleParticle.Velocity *= 1.5f;
902 prettySparkleParticle.LocalPosition -= prettySparkleParticle.Velocity * 4f;
906 for (
float num5 = 0f; num5 < 2f; num5 += 1f)
909 Vector2 vector2 = ((float)
Math.
PI / 4f + (
float)Math.PI * num5 + num2).ToRotationVector2() * 4f;
910 prettySparkleParticle2.ColorTint =
new Color(1f, 0.4f, 0.2f, 1f);
912 prettySparkleParticle2.Rotation = vector2.ToRotation();
913 prettySparkleParticle2.Scale =
new Vector2(4f, 1f) * 0.7f * num3;
914 prettySparkleParticle2.FadeInNormalizedTime = 5
E-06f;
915 prettySparkleParticle2.FadeOutNormalizedTime = 0.95f;
916 prettySparkleParticle2.TimeToLive = num;
917 prettySparkleParticle2.FadeOutEnd = num;
918 prettySparkleParticle2.FadeInEnd = num / 2f;
919 prettySparkleParticle2.FadeOutStart = num / 2f;
920 prettySparkleParticle2.LocalPosition -= vector2 * num * 0.25f;
921 prettySparkleParticle2.Velocity = vector2 * 0.05f;
922 prettySparkleParticle2.DrawVerticalAxis =
false;
925 prettySparkleParticle2.Scale *= 1.5f;
926 prettySparkleParticle2.Velocity *= 1.5f;
927 prettySparkleParticle2.LocalPosition -= prettySparkleParticle2.Velocity * 4f;
930 for (
int i = 0; i < 1; i++)
933 dust.noGravity =
true;
936 dust2.noGravity =
true;
947 for (
float num4 = 0f; num4 < num3; num4 += 1f)
950 Vector2 v = ((float)
Math.
PI * 2f / num3 * num4 + num2).ToRotationVector2() * 4f;
951 prettySparkleParticle.ColorTint =
new Color(0.3f, 0.6f, 0.3f, 0.5f);
953 prettySparkleParticle.Rotation = v.ToRotation();
954 prettySparkleParticle.Scale =
new Vector2(4f, 1f) * 0.4f;
955 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
956 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
957 prettySparkleParticle.TimeToLive = num;
958 prettySparkleParticle.FadeOutEnd = num;
959 prettySparkleParticle.FadeInEnd = 10f;
960 prettySparkleParticle.FadeOutStart = 10f;
961 prettySparkleParticle.AdditiveAmount = 0.5f;
963 prettySparkleParticle.DrawVerticalAxis =
false;
975 prettySparkleParticle.ColorTint =
value;
977 prettySparkleParticle.Rotation = movementVector.ToRotation();
978 prettySparkleParticle.Scale =
new Vector2(4f, 1f) * 1f;
979 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
980 prettySparkleParticle.FadeOutNormalizedTime = 1f;
981 prettySparkleParticle.TimeToLive = num;
982 prettySparkleParticle.FadeOutEnd = num;
983 prettySparkleParticle.FadeInEnd = num / 2;
984 prettySparkleParticle.FadeOutStart = num / 2;
985 prettySparkleParticle.AdditiveAmount = 0.5f;
987 prettySparkleParticle.LocalPosition -= prettySparkleParticle.Velocity * 4f;
988 prettySparkleParticle.DrawVerticalAxis =
false;
996 for (
float num3 = 0f; num3 < 3f; num3 += 2f)
999 Vector2 vector = ((float)
Math.
PI / 4f + (
float)Math.PI / 4f * num3 + num2).ToRotationVector2() * 4f;
1000 prettySparkleParticle.ColorTint =
new Color(0.3f, 0.6f, 0.3f, 0.5f);
1002 prettySparkleParticle.Rotation = vector.ToRotation();
1003 prettySparkleParticle.Scale =
new Vector2(4f, 1f) * 1.1f;
1004 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
1005 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
1006 prettySparkleParticle.TimeToLive = num;
1007 prettySparkleParticle.FadeOutEnd = num;
1008 prettySparkleParticle.FadeInEnd = num / 2f;
1009 prettySparkleParticle.FadeOutStart = num / 2f;
1010 prettySparkleParticle.AdditiveAmount = 0.35f;
1011 prettySparkleParticle.LocalPosition -= vector * num * 0.25f;
1012 prettySparkleParticle.Velocity = vector;
1013 prettySparkleParticle.DrawVerticalAxis =
false;
1016 prettySparkleParticle.Scale *= 1.5f;
1017 prettySparkleParticle.Velocity *= 1.5f;
1018 prettySparkleParticle.LocalPosition -= prettySparkleParticle.Velocity * 4f;
1022 for (
float num4 = 0f; num4 < 3f; num4 += 2f)
1025 Vector2 vector2 = ((float)
Math.
PI / 4f + (
float)Math.PI / 4f * num4 + num2).ToRotationVector2() * 4f;
1026 prettySparkleParticle2.ColorTint =
new Color(0.6f, 1f, 0.2f, 1f);
1028 prettySparkleParticle2.Rotation = vector2.ToRotation();
1029 prettySparkleParticle2.Scale =
new Vector2(4f, 1f) * 0.7f;
1030 prettySparkleParticle2.FadeInNormalizedTime = 5
E-06f;
1031 prettySparkleParticle2.FadeOutNormalizedTime = 0.95f;
1032 prettySparkleParticle2.TimeToLive = num;
1033 prettySparkleParticle2.FadeOutEnd = num;
1034 prettySparkleParticle2.FadeInEnd = num / 2f;
1035 prettySparkleParticle2.FadeOutStart = num / 2f;
1036 prettySparkleParticle2.LocalPosition -= vector2 * num * 0.25f;
1037 prettySparkleParticle2.Velocity = vector2;
1038 prettySparkleParticle2.DrawVerticalAxis =
false;
1041 prettySparkleParticle2.Scale *= 1.5f;
1042 prettySparkleParticle2.Velocity *= 1.5f;
1043 prettySparkleParticle2.LocalPosition -= prettySparkleParticle2.Velocity * 4f;
1046 for (
int i = 0; i < 2; i++)
1049 dust.noGravity =
true;
1052 dust2.noGravity =
true;
1062 for (
float num3 = 0f; num3 < 3f; num3 += 1f)
1065 Vector2 vector = ((float)
Math.
PI / 4f + (
float)Math.PI / 4f * num3 + num2).ToRotationVector2() * 4f;
1066 prettySparkleParticle.ColorTint =
new Color(0.25f, 0.1f, 0.5f, 0.5f);
1068 prettySparkleParticle.Rotation = vector.ToRotation();
1069 prettySparkleParticle.Scale =
new Vector2(2f, 1f) * 1.1f;
1070 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
1071 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
1072 prettySparkleParticle.TimeToLive = num;
1073 prettySparkleParticle.FadeOutEnd = num;
1074 prettySparkleParticle.FadeInEnd = num / 2f;
1075 prettySparkleParticle.FadeOutStart = num / 2f;
1076 prettySparkleParticle.AdditiveAmount = 0.35f;
1077 prettySparkleParticle.LocalPosition -= vector * num * 0.25f;
1078 prettySparkleParticle.Velocity = vector;
1079 prettySparkleParticle.DrawVerticalAxis =
false;
1082 prettySparkleParticle.Scale *= 1.5f;
1083 prettySparkleParticle.Velocity *= 1.5f;
1084 prettySparkleParticle.LocalPosition -= prettySparkleParticle.Velocity * 4f;
1088 for (
float num4 = 0f; num4 < 3f; num4 += 1f)
1091 Vector2 vector2 = ((float)
Math.
PI / 4f + (
float)Math.PI / 4f * num4 + num2).ToRotationVector2() * 4f;
1092 prettySparkleParticle2.ColorTint =
new Color(0.5f, 0.25f, 1f, 1f);
1094 prettySparkleParticle2.Rotation = vector2.ToRotation();
1095 prettySparkleParticle2.Scale =
new Vector2(2f, 1f) * 0.7f;
1096 prettySparkleParticle2.FadeInNormalizedTime = 5
E-06f;
1097 prettySparkleParticle2.FadeOutNormalizedTime = 0.95f;
1098 prettySparkleParticle2.TimeToLive = num;
1099 prettySparkleParticle2.FadeOutEnd = num;
1100 prettySparkleParticle2.FadeInEnd = num / 2f;
1101 prettySparkleParticle2.FadeOutStart = num / 2f;
1102 prettySparkleParticle2.LocalPosition -= vector2 * num * 0.25f;
1103 prettySparkleParticle2.Velocity = vector2;
1104 prettySparkleParticle2.DrawVerticalAxis =
false;
1107 prettySparkleParticle2.Scale *= 1.5f;
1108 prettySparkleParticle2.Velocity *= 1.5f;
1109 prettySparkleParticle2.LocalPosition -= prettySparkleParticle2.Velocity * 4f;
1121 float rotation = (float)
Math.
PI / 2f;
1124 prettySparkleParticle.AccelerationPerFrame = -movementVector * 1f / 30f;
1125 prettySparkleParticle.Velocity = movementVector;
1126 prettySparkleParticle.ColorTint =
Color.
White;
1127 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector2;
1128 prettySparkleParticle.Rotation = rotation;
1129 prettySparkleParticle.Scale = vector;
1130 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
1131 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
1132 prettySparkleParticle.FadeInEnd = 10f;
1133 prettySparkleParticle.FadeOutStart = 20f;
1134 prettySparkleParticle.FadeOutEnd = 30f;
1135 prettySparkleParticle.TimeToLive = 30f;
1143 for (
float num3 = 0f; num3 < 1f; num3 += 1f / num2)
1145 float num4 = 0.6f +
Main.
rand.NextFloat() * 0.35f;
1146 Vector2 vector = settings.MovementVector * num4;
1149 float rotation = (float)
Math.
PI / 2f;
1153 prettySparkleParticle.AccelerationPerFrame = -vector * 1f / 30f;
1154 prettySparkleParticle.Velocity = vector + f.ToRotationVector2() * 2f * num4;
1155 prettySparkleParticle.ColorTint =
new Color(1f, 0.8f, 0.4f, 0f);
1156 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector3;
1157 prettySparkleParticle.Rotation = rotation;
1158 prettySparkleParticle.Scale = vector2;
1159 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
1160 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
1161 prettySparkleParticle.TimeToLive = 40f;
1164 prettySparkleParticle.AccelerationPerFrame = -vector * 1f / 30f;
1165 prettySparkleParticle.Velocity = vector * 0.8f + f.ToRotationVector2() * 2f;
1166 prettySparkleParticle.ColorTint =
new Color(255, 255, 255, 0);
1167 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector3;
1168 prettySparkleParticle.Rotation = rotation;
1169 prettySparkleParticle.Scale = vector2 * 0.6f;
1170 prettySparkleParticle.FadeInNormalizedTime = 0.1f;
1171 prettySparkleParticle.FadeOutNormalizedTime = 0.9f;
1172 prettySparkleParticle.TimeToLive = 60f;
1175 for (
int i = 0; i < 2; i++)
1179 Main.
dust[num5].velocity += settings.MovementVector * (0.5f + 0.5f *
Main.
rand.NextFloat()) * 1.4f;
1188 dust.fadeIn *= 0.75f;
1189 dust.color =
new Color(255, 255, 255, 255);
1198 for (
float num3 = 0f; num3 < 1f; num3 += 1f / num2)
1200 Vector2 vector = settings.MovementVector * (0.6f +
Main.
rand.NextFloat() * 0.35f);
1203 float rotation = (float)
Math.
PI / 2f;
1204 Vector2 vector3 = 0.1f * vector2;
1208 prettySparkleParticle.Velocity = f.ToRotationVector2() * vector3 + vector;
1209 prettySparkleParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector3 / num4) - vector * 1f / 30f;
1210 prettySparkleParticle.AccelerationPerFrame = -vector * 1f / 60f;
1211 prettySparkleParticle.Velocity = vector * 0.66f;
1212 prettySparkleParticle.ColorTint =
Main.
hslToRgb((0.92f +
Main.
rand.NextFloat() * 0.02f) % 1f, 1f, 0.4f +
Main.
rand.NextFloat() * 0.25f);
1213 prettySparkleParticle.ColorTint.A = 0;
1214 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector4;
1215 prettySparkleParticle.Rotation = rotation;
1216 prettySparkleParticle.Scale = vector2;
1219 prettySparkleParticle.Velocity = f.ToRotationVector2() * vector3 + vector;
1220 prettySparkleParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector3 / num4) - vector * 1f / 15f;
1221 prettySparkleParticle.AccelerationPerFrame = -vector * 1f / 60f;
1222 prettySparkleParticle.Velocity = vector * 0.66f;
1223 prettySparkleParticle.ColorTint =
new Color(255, 255, 255, 0);
1224 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector4;
1225 prettySparkleParticle.Rotation = rotation;
1226 prettySparkleParticle.Scale = vector2 * 0.6f;
1229 for (
int i = 0; i < 2; i++)
1234 Main.
dust[num5].velocity += settings.MovementVector * (0.5f + 0.5f *
Main.
rand.NextFloat()) * 1.4f;
1243 dust.fadeIn *= 0.75f;
1244 dust.color =
new Color(255, 255, 255, 255);
1253 for (
float num3 = 0f; num3 < 1f; num3 += 1f / num2)
1255 Vector2 vector = settings.MovementVector * (0.3f +
Main.
rand.NextFloat() * 0.35f);
1258 float rotation = (float)
Math.
PI / 2f;
1259 Vector2 vector3 = 0.1f * vector2;
1263 prettySparkleParticle.Velocity = f.ToRotationVector2() * vector3 + vector;
1264 prettySparkleParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector3 / num4) - vector * 1f / 60f;
1265 prettySparkleParticle.ColorTint =
Main.
hslToRgb((0.6f +
Main.
rand.NextFloat() * 0.05f) % 1f, 1f, 0.4f +
Main.
rand.NextFloat() * 0.25f);
1266 prettySparkleParticle.ColorTint.A = 0;
1267 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector4;
1268 prettySparkleParticle.Rotation = rotation;
1269 prettySparkleParticle.Scale = vector2;
1272 prettySparkleParticle.Velocity = f.ToRotationVector2() * vector3 + vector;
1273 prettySparkleParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector3 / num4) - vector * 1f / 30f;
1274 prettySparkleParticle.ColorTint =
new Color(255, 255, 255, 0);
1275 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector4;
1276 prettySparkleParticle.Rotation = rotation;
1277 prettySparkleParticle.Scale = vector2 * 0.6f;
1280 for (
int i = 0; i < 2; i++)
1285 Main.
dust[num5].velocity += settings.MovementVector * (0.5f + 0.5f *
Main.
rand.NextFloat()) * 1.4f;
1293 dust.fadeIn *= 0.75f;
1294 dust.color =
new Color(255, 255, 255, 255);
1303 float num3 =
Main.
rand.NextFloat();
1304 for (
float num4 = 0f; num4 < 1f; num4 += 1f / num2)
1306 Vector2 vector = settings.MovementVector *
Main.
rand.NextFloatDirection() * 0.15f;
1309 float rotation = (float)
Math.
PI / 2f;
1310 Vector2 vector3 = 1.5f * vector2;
1314 prettySparkleParticle.Velocity = f.ToRotationVector2() * vector3 + vector;
1315 prettySparkleParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector3 / num5) - vector * 1f / 60f;
1316 prettySparkleParticle.ColorTint =
Main.
hslToRgb((num3 +
Main.
rand.NextFloat() * 0.33f) % 1f, 1f, 0.4f +
Main.
rand.NextFloat() * 0.25f);
1317 prettySparkleParticle.ColorTint.A = 0;
1318 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector4;
1319 prettySparkleParticle.Rotation = rotation;
1320 prettySparkleParticle.Scale = vector2;
1323 prettySparkleParticle.Velocity = f.ToRotationVector2() * vector3 + vector;
1324 prettySparkleParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector3 / num5) - vector * 1f / 60f;
1325 prettySparkleParticle.ColorTint =
new Color(255, 255, 255, 0);
1326 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector4;
1327 prettySparkleParticle.Rotation = rotation;
1328 prettySparkleParticle.Scale = vector2 * 0.6f;
1331 for (
int i = 0; i < 12; i++)
1336 Main.
dust[num6].velocity += settings.MovementVector *
Main.
rand.NextFloatDirection() * 0.5f;
1344 dust.fadeIn *= 0.75f;
1345 dust.color =
new Color(255, 255, 255, 255);
1360 for (
float num5 = 0f; num5 < 1f; num5 += 1f / num2)
1362 float f = (float)
Math.
PI * 2f * num5 + num +
Main.
rand.NextFloatDirection() * 0.25f;
1363 float num6 =
Main.
rand.NextFloat() * 4f + 0.1f;
1379 randomizedFrameParticle.Velocity = f.ToRotationVector2() * num6 *
new Vector2(1f, 0.5f) * 0.2f + settings.
MovementVector;
1380 randomizedFrameParticle.ColorTint = colorTint;
1381 randomizedFrameParticle.LocalPosition = settings.PositionInWorld + vector;
1382 randomizedFrameParticle.Rotation = randomizedFrameParticle.
Velocity.ToRotation();
1383 randomizedFrameParticle.Scale = Vector2.One * 0.5f;
1384 randomizedFrameParticle.FadeInNormalizedTime = 0.01f;
1385 randomizedFrameParticle.FadeOutNormalizedTime = 0.5f;
1386 randomizedFrameParticle.ScaleVelocity =
new Vector2(0.025f);
1401 for (
float num5 = 0f; num5 < 1f; num5 += 1f / num2)
1403 float num6 = (float)
Math.
PI * 2f * num5 + num +
Main.
rand.NextFloatDirection() * 0.25f;
1404 float num7 =
Main.
rand.NextFloat() * 4f + 0.1f;
1420 randomizedFrameParticle.Velocity = num6.ToRotationVector2() * num7 *
new Vector2(1f, 0.5f);
1421 randomizedFrameParticle.ColorTint = colorTint;
1422 randomizedFrameParticle.LocalPosition = settings.PositionInWorld + vector;
1423 randomizedFrameParticle.Rotation = num6;
1425 randomizedFrameParticle.FadeInNormalizedTime = 0.01f;
1426 randomizedFrameParticle.FadeOutNormalizedTime = 0.5f;
1427 randomizedFrameParticle.ScaleVelocity =
new Vector2(0.05f);
1437 for (
float num3 = 0f; num3 < 1f; num3 += 1f / num2)
1439 float num4 = (float)
Math.
PI * 2f * num3 + num +
Main.
rand.NextFloatDirection() * 0.25f;
1440 Vector2 vector2 = 1.5f * vector;
1449 prettySparkleParticle.Velocity = num4.ToRotationVector2() * vector2;
1450 prettySparkleParticle.AccelerationPerFrame = num4.ToRotationVector2() * -(vector2 / num5);
1451 prettySparkleParticle.ColorTint = colorTint;
1452 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector3;
1453 prettySparkleParticle.Rotation = num4;
1454 prettySparkleParticle.Scale = vector * (
Main.
rand.NextFloat() * 0.8f + 0.2f);
1465 for (
float num3 = 0f; num3 < 1f; num3 += 1f / num2)
1467 float num4 = (float)
Math.
PI * 2f * num3 + num +
Main.
rand.NextFloatDirection() * 0.1f;
1468 Vector2 vector2 = 1.5f * vector;
1472 prettySparkleParticle.Velocity = num4.ToRotationVector2() * vector2;
1473 prettySparkleParticle.AccelerationPerFrame = num4.ToRotationVector2() * -(vector2 / num5);
1475 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector3;
1476 prettySparkleParticle.Rotation = num4;
1477 prettySparkleParticle.Scale = vector * 0.8f;
1480 num += 1f / num2 / 2f * ((float)
Math.
PI * 2f);
1482 for (
float num6 = 0f; num6 < 1f; num6 += 1f / num2)
1484 float num7 = (float)
Math.
PI * 2f * num6 + num +
Main.
rand.NextFloatDirection() * 0.1f;
1485 Vector2 vector4 = 1f * vector;
1494 fadingParticle.Velocity = num7.ToRotationVector2() * vector4;
1495 fadingParticle.AccelerationPerFrame = num7.ToRotationVector2() * -(vector4 / num8);
1496 fadingParticle.ColorTint =
value;
1497 fadingParticle.LocalPosition = settings.PositionInWorld + num7.ToRotationVector2() * vector4 * vector * num8 * 0.2f + vector5;
1498 fadingParticle.Rotation = num7 + (float)
Math.
PI / 2f;
1499 fadingParticle.FadeInNormalizedTime = 0.3f;
1500 fadingParticle.FadeOutNormalizedTime = 0.4f;
1501 fadingParticle.Scale =
new Vector2(0.5f, 1.2f) * 0.8f * vector;
1506 for (
float num9 = 0f; num9 < 1f; num9 += 1f / num2)
1508 float num10 = (float)
Math.
PI * 2f * num9 + num;
1509 float typeInfo = 30f;
1517 fadingParticle2.ColorTint = colorTint;
1518 fadingParticle2.LocalPosition = settings.PositionInWorld + vector6;
1519 fadingParticle2.Rotation = num10 + (float)
Math.
PI / 2f;
1520 fadingParticle2.FadeInNormalizedTime = 0.1f;
1521 fadingParticle2.FadeOutNormalizedTime = 0.4f;
1522 fadingParticle2.Scale =
new Vector2(0.1f, 0.1f) * vector;
1523 fadingParticle2.ScaleVelocity = vector7 * 1f / 60f;
1524 fadingParticle2.ScaleAcceleration = vector7 * (-1f / 60f) / 60f;
1532 for (
int i = -1; i <= 1; i++)
1534 int num2 =
Main.
rand.NextFromList(
new short[3] { 326, 327, 328 });
1537 float num3 =
Main.
rand.NextFloat() * 0.9f + 0.1f;
1538 Vector2 vector = settings.PositionInWorld +
new Vector2((
float)i * 5.3333335f, 0f);
1542 flameParticle.FadeOutNormalizedTime = 0.4f;
1543 flameParticle.ScaleAcceleration = Vector2.One * num3 * (-1f / 60f) / num;
1544 flameParticle.Scale = Vector2.One * num3;
1551 dust.noGravity =
true;
1552 dust.fadeIn = 1.15f;
1558 dust.velocity *= 0.6f;
1559 dust.velocity.Y -= 1.2f;
1560 dust.noLight =
true;
1561 dust.position.Y -= 4f;
1570 for (
int i = -1; i <= 1; i++)
1572 int num2 =
Main.
rand.NextFromList(
new short[3] { 326, 327, 328 });
1575 float num3 =
Main.
rand.NextFloat() * 0.9f + 0.1f;
1576 Vector2 vector = settings.PositionInWorld +
new Vector2((
float)i * 5.3333335f, 0f);
1580 flameParticle.FadeOutNormalizedTime = 0.3f;
1581 flameParticle.ScaleAcceleration = Vector2.One * num3 * (-1f / 60f) / num;
1582 flameParticle.Scale = Vector2.One * num3;
1589 dust.noGravity =
true;
1590 dust.fadeIn = 1.15f;
1596 dust.velocity *= 0.6f;
1597 dust.velocity.Y -= 1.2f;
1598 dust.noLight =
true;
1599 dust.position.Y -= 4f;
static double Abs(double value)
static void PlaySound(int type, Vector2 position, int style=1)
static void AskForChestToEatItem(Vector2 worldPosition, int duration)
static Dust CloneDust(int dustIndex)
static int NewDust(Vector2 Position, int Width, int Height, int Type, float SpeedX=0f, float SpeedY=0f, int Alpha=0, Color newColor=default(Color), float Scale=1f)
static Dust NewDustPerfect(Vector2 Position, int Type, Vector2? Velocity=null, int Alpha=0, Color newColor=default(Color), float Scale=1f)
static Dust NewDustDirect(Vector2 Position, int Width, int Height, int Type, float SpeedX=0f, float SpeedY=0f, int Alpha=0, Color newColor=default(Color), float Scale=1f)
static GasParticle GetNewGasParticle()
static void Spawn_BlackLightningHit(ParticleOrchestraSettings settings)
static void Spawn_TownSlimeTransform(ParticleOrchestraSettings settings)
static void Spawn_FlyMeal(ParticleOrchestraSettings settings)
static void Spawn_ItemTransfer(ParticleOrchestraSettings settings)
static void Spawn_StellarTune(ParticleOrchestraSettings settings)
static void Spawn_NightsEdge(ParticleOrchestraSettings settings)
static void Spawn_TerraBlade(ParticleOrchestraSettings settings)
static void CopperSlimeEffect(ParticleOrchestraSettings settings)
static ParticlePool< ItemTransferParticle > _poolItemTransfer
static PrettySparkleParticle GetNewPrettySparkleParticle()
static ParticlePool< GasParticle > _poolGas
static void Spawn_TrueExcalibur(ParticleOrchestraSettings settings)
static void Spawn_Excalibur(ParticleOrchestraSettings settings)
static void Spawn_SlapHand(ParticleOrchestraSettings settings)
static void Spawn_RainbowRodHit(ParticleOrchestraSettings settings)
static void Spawn_GasTrap(ParticleOrchestraSettings settings)
static void BroadcastOrRequestParticleSpawn(ParticleOrchestraType type, ParticleOrchestraSettings settings)
static void SpawnParticlesDirect(ParticleOrchestraType type, ParticleOrchestraSettings settings)
static void Spawn_ShimmerBlock(ParticleOrchestraSettings settings)
static LittleFlyingCritterParticle GetNewPooFlyParticle()
static void Spawn_ShimmerArrow(ParticleOrchestraSettings settings)
static void BroadcastParticleSpawn(ParticleOrchestraType type, ParticleOrchestraSettings settings)
static void Spawn_TrueNightsEdge(ParticleOrchestraSettings settings)
static void Spawn_LeafCrystalPassive(ParticleOrchestraSettings settings)
static void Spawn_SilverBulletSparkle(ParticleOrchestraSettings settings)
static void Spawn_PaladinsHammer(ParticleOrchestraSettings settings)
static void Spawn_Keybrand(ParticleOrchestraSettings settings)
static void Spawn_FlameWaders(ParticleOrchestraSettings settings)
static void ElderSlimeEffect(ParticleOrchestraSettings settings)
static void Spawn_StardustPunch(ParticleOrchestraSettings settings)
static FlameParticle GetNewFlameParticle()
static void Spawn_LeafCrystalShot(ParticleOrchestraSettings settings)
static RandomizedFrameParticle GetNewRandomizedFrameParticle()
static ItemTransferParticle GetNewItemTransferParticle()
static void Spawn_AshTreeShake(ParticleOrchestraSettings settings)
static void Spawn_Digestion(ParticleOrchestraSettings settings)
static ParticlePool< PrettySparkleParticle > _poolPrettySparkle
static ParticlePool< RandomizedFrameParticle > _poolRandomizedFrame
static void Spawn_WaffleIron(ParticleOrchestraSettings settings)
static void Spawn_PetExchange(ParticleOrchestraSettings settings)
static void Spawn_ShimmerTownNPC(ParticleOrchestraSettings settings)
static void Spawn_ShimmerTownNPCSend(ParticleOrchestraSettings settings)
static ParticlePool< FlameParticle > _poolFlame
static void NerdySlimeEffect(ParticleOrchestraSettings settings)
static void RequestParticleSpawn(bool clientOnly, ParticleOrchestraType type, ParticleOrchestraSettings settings, int? overrideInvokingPlayerIndex=null)
static ParticlePool< FadingParticle > _poolFading
static void Spawn_PooFly(ParticleOrchestraSettings settings)
static ParticlePool< LittleFlyingCritterParticle > _poolFlies
static void Spawn_WallOfFleshGoatMountFlames(ParticleOrchestraSettings settings)
static void Spawn_LoadOutChange(ParticleOrchestraSettings settings)
static FadingParticle GetNewFadingParticle()
static void Spawn_PrincessWeapon(ParticleOrchestraSettings settings)
static void Spawn_BlackLightningSmall(ParticleOrchestraSettings settings)
static NetPacket Serialize(ParticleOrchestraType particleType, ParticleOrchestraSettings settings)
static Asset< Texture2D >[] Projectile
static Asset< Texture2D >[] Star
static Asset< Texture2D >[] Extra
static Gore NewGoreDirect(Vector2 Position, Vector2 Velocity, int Type, float Scale=1f)
static int NewGore(Vector2 Position, Vector2 Velocity, int Type, float Scale=1f)
virtual void SetBasicInfo(Asset< Texture2D > textureAsset, Rectangle? frame, Vector2 initialVelocity, Vector2 initialLocalPosition)
void SetTypeInfo(float timeToLive)
override void SetBasicInfo(Asset< Texture2D > textureAsset, Rectangle? frame, Vector2 initialVelocity, Vector2 initialLocalPosition)
void SetTypeInfo(float timeToLive, int indexOfPlayerWhoSpawnedIt, int packedShaderIndex)
void Prepare(int itemType, int lifeTimeTotal, Vector2 playerPosition, Vector2 chestPosition)
void Prepare(Vector2 position, int duration)
void SetTypeInfo(int animationFramesAmount, int gameFramesPerAnimationFrame, float timeToLive)
static ArmorShaderDataSet Armor
static Dictionary< int, Item > ItemsByType
static readonly LegacySoundStyle Item29
static readonly LegacySoundStyle Item178
static readonly LegacySoundStyle Item175
static readonly LegacySoundStyle Item16
static Microsoft.Xna.Framework.Color OurFavoriteColor
static ParticleRenderer ParticleSystem_World_OverPlayers
static UnifiedRandom rand
static ParticleRenderer ParticleSystem_World_BehindPlayers
static Microsoft.Xna.Framework.Color hslToRgb(Vector3 hslVector)
static readonly NetManager Instance
static float Remap(float fromValue, float fromMin, float fromMax, float toMin, float toMax, bool clamped=true)
static Vector2 RandomVector2(UnifiedRandom random, float min, float max)
static Rectangle CenteredRectangle(Vector2 center, Vector2 size)
static Color CornflowerBlue
static Color Lerp(Color value1, Color value2, float amount)
byte IndexOfPlayerWhoInvokedThis