terraria-cpp2il-methodrecon v1.4.4.9
Terraria mobile dump, with reconstructed method body. Dump with CallAnalysis: https://infinitynichto.github.io/terraria-cpp2il
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◆ DrawPlayerFull()

void Terraria.Graphics.Renderers.LegacyPlayerRenderer.DrawPlayerFull ( Camera camera,
Player drawPlayer )
inlineprivate

Definition at line 183 of file LegacyPlayerRenderer.cs.

184 {
185 if (!true)
186 {
187 }
188 bool active = drawPlayer.mount._active;
189 if (active)
190 {
191 float fullRotation = drawPlayer.fullRotation;
192 if (!active)
193 {
194 }
196 }
197 if (!active)
198 {
199 }
200 if (!true)
201 {
202 }
203 if (!true)
204 {
205 }
206 int num = 1;
207 if (num == 0)
208 {
209 }
210 if (num != 0)
211 {
212 drawPlayer.PlayerFrame();
213 }
214 bool ghost = drawPlayer.ghost;
215 if (ghost)
216 {
217 float x = drawPlayer.position.X;
218 float y = drawPlayer.position.Y;
219 float x2 = drawPlayer.velocity.X;
220 float y2 = drawPlayer.velocity.Y;
221 if (!ghost)
222 {
223 }
224 float x3 = drawPlayer.position.X;
225 float y3 = drawPlayer.position.Y;
226 return;
227 }
228 if (drawPlayer.inventory.position == null)
229 {
230 int head = drawPlayer.head;
231 int wings = drawPlayer.wings;
232 }
233 int itemFlameCount = drawPlayer.itemFlameCount;
234 drawPlayer.itemFlameCount = itemFlameCount;
235 int num2 = 5;
237 Vector2[] itemFlamePos = drawPlayer.itemFlamePos;
238 if (num2 == 0)
239 {
240 }
241 Vector2[] itemFlamePos2 = drawPlayer.itemFlamePos;
242 if (drawPlayer.armorEffectDrawShadowEOCShield)
243 {
244 int eocDash = drawPlayer.eocDash;
245 Vector2[] shadowPos = drawPlayer.shadowPos;
246 float[] shadowRotation = drawPlayer.shadowRotation;
247 Vector2[] shadowOrigin = drawPlayer.shadowOrigin;
248 }
249 if (drawPlayer.invis)
250 {
251 Vector2 position = drawPlayer.position;
252 int aggro = drawPlayer.aggro;
253 float fullRotation2 = drawPlayer.fullRotation;
254 float x4 = drawPlayer.fullRotationOrigin.X;
255 float y4 = drawPlayer.fullRotationOrigin.Y;
256 int num3 = 1;
257 drawPlayer.invis = num3 != 0;
258 return;
259 }
260 bool armorEffectDrawOutlines = drawPlayer.armorEffectDrawOutlines;
261 if (armorEffectDrawOutlines)
262 {
263 if (!armorEffectDrawOutlines)
264 {
265 }
266 float ghostFade = drawPlayer.ghostFade;
267 if (!armorEffectDrawOutlines)
268 {
269 float ghostDir = drawPlayer.ghostDir;
270 drawPlayer.ghostFade = ghostFade;
271 }
272 return;
273 }
274 if (drawPlayer.armorEffectDrawShadowBasilisk)
275 {
276 float basiliskCharge = drawPlayer.basiliskCharge;
277 Vector2[] shadowPos2 = drawPlayer.shadowPos;
278 float[] shadowRotation2 = drawPlayer.shadowRotation;
279 Vector2[] shadowOrigin2 = drawPlayer.shadowOrigin;
280 return;
281 }
283 if (drawPlayer.armorEffectDrawShadow)
284 {
285 Vector2[] shadowPos3 = drawPlayer.shadowPos;
286 float[] shadowRotation3 = drawPlayer.shadowRotation;
287 shadowOrigin3 = drawPlayer.shadowOrigin;
288 float x5 = shadowPos3.X;
289 float y5 = shadowPos3.Y;
290 float value = shadowRotation3.m_value;
291 }
293 if (drawPlayer.armorEffectDrawShadowLokis)
294 {
295 Vector2[] shadowPos4 = drawPlayer.shadowPos;
296 float gfxOffY = drawPlayer.gfxOffY;
297 float x6 = drawPlayer.position.X;
298 float y6 = drawPlayer.position.Y;
299 float x7 = shadowPos4.X;
300 float y7 = shadowPos4.Y;
301 if (shadowPos4 == null)
302 {
303 }
304 float[] shadowRotation4 = drawPlayer.shadowRotation;
305 shadowOrigin4 = drawPlayer.shadowOrigin;
306 float value2 = shadowRotation4.m_value;
307 }
308 if (drawPlayer.armorEffectDrawShadowSubtle)
309 {
310 if (shadowOrigin3 == null)
311 {
312 }
313 Vector2 position2 = drawPlayer.position;
314 float y8 = drawPlayer.position.Y;
315 float gfxOffY2 = drawPlayer.gfxOffY;
316 float fullRotation3 = drawPlayer.fullRotation;
317 float x8 = drawPlayer.fullRotationOrigin.X;
318 float y9 = drawPlayer.fullRotationOrigin.Y;
319 if (shadowOrigin4 == null)
320 {
321 }
322 }
323 bool shadowDodge = drawPlayer.shadowDodge;
324 float shadowDodgeCount = drawPlayer.shadowDodgeCount;
325 if (shadowDodge)
326 {
327 drawPlayer.shadowDodgeCount = shadowDodgeCount;
328 int num4 = 16880;
330 return;
331 }
332 drawPlayer.shadowDodgeCount = shadowDodgeCount;
333 }
class f__AnonymousType0<< Count > j__TPar

References Terraria.Mount._active, Terraria.Player.aggro, Terraria.Player.armorEffectDrawOutlines, Terraria.Player.armorEffectDrawShadow, Terraria.Player.armorEffectDrawShadowBasilisk, Terraria.Player.armorEffectDrawShadowEOCShield, Terraria.Player.armorEffectDrawShadowLokis, Terraria.Player.armorEffectDrawShadowSubtle, Terraria.Player.basiliskCharge, Terraria.Player.eocDash, Terraria.Player.fullRotation, Terraria.Player.fullRotationOrigin, Terraria.Player.gfxOffY, Terraria.Player.ghost, Terraria.Player.ghostDir, Terraria.Player.ghostFade, Terraria.Player.head, Terraria.Player.inventory, Terraria.Player.invis, Terraria.Player.itemFlameCount, Terraria.Player.itemFlamePos, j__TPar, Terraria.Player.mount, Terraria.Graphics.Renderers.LegacyPlayerRenderer.MountedSamplerState, Terraria.Player.PlayerFrame(), Terraria.Entity.position, Terraria.Player.shadowDodge, Terraria.Player.shadowDodgeCount, Terraria.Player.shadowOrigin, Terraria.Player.shadowPos, Terraria.Player.shadowRotation, System.value, Terraria.Entity.velocity, Terraria.Player.wings, Microsoft.Xna.Framework.Vector2.X, and Microsoft.Xna.Framework.Vector2.Y.