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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◆ DrawWaves()

void Terraria.GameContent.Shaders.WaterShaderData.DrawWaves ( )
inlineprivate

Definition at line 112 of file WaterShaderData.cs.

113 {
114 int num = 1;
115 if (num == 0)
116 {
117 }
118 Vector2 screenPosition = Main.screenPosition;
119 if (num == 0)
120 {
121 }
122 int num2 = 1;
123 if (num2 == 0)
124 {
125 }
126 float x = this._lastDistortionDrawOffset.X;
127 float y = this._lastDistortionDrawOffset.Y;
128 int value = num2.m_value;
129 int screenWidth = Main.screenWidth;
130 int screenHeight = Main.screenHeight;
131 if (!true)
132 {
133 }
134 float num6;
135 if (this._useNPCWaves)
136 {
137 Vector2 vector;
138 float num3 = vector.LengthSquared();
140 float num4 = vector2.Length();
141 vector2.Normalize();
142 vector2.Normalize();
144 if (useViscosityFilter || useViscosityFilter || useViscosityFilter)
145 {
146 }
148 {
150 {
151 }
152 }
153 float num5 = MathHelper.Clamp(num6, num6, num4);
154 }
155 if (this._usePlayerWaves)
156 {
158 if (useViscosityFilter2 || useViscosityFilter2 || useViscosityFilter2)
159 {
160 }
162 {
164 {
165 }
166 }
167 float num7 = MathHelper.Clamp(num6, num6, num6);
168 }
169 if (this._useProjectileWaves)
170 {
171 return;
172 }
173 if (this._useRippleWaves)
174 {
178 if (this._rippleShapeTexture == null)
179 {
180 }
183 }
184 if (this._useCustomWaves && this.OnWaveDraw != null)
185 {
187 }
188 }
class f__AnonymousType0<< Count > j__TPar
static float Clamp(float value, float min, float max)
Definition MathHelper.cs:22

References Terraria.GameContent.Shaders.WaterShaderData._lastDistortionDrawOffset, Terraria.GameContent.Shaders.WaterShaderData._rippleQueue, Terraria.GameContent.Shaders.WaterShaderData._rippleQueueCount, Terraria.GameContent.Shaders.WaterShaderData._rippleShapeTexture, Terraria.GameContent.Shaders.WaterShaderData._useCustomWaves, Terraria.GameContent.Shaders.WaterShaderData._useNPCWaves, Terraria.GameContent.Shaders.WaterShaderData._usePlayerWaves, Terraria.GameContent.Shaders.WaterShaderData._useProjectileWaves, Terraria.GameContent.Shaders.WaterShaderData._useRippleWaves, Terraria.GameContent.Shaders.WaterShaderData._useViscosityFilter, Microsoft.Xna.Framework.MathHelper.Clamp(), j__TPar, Microsoft.Xna.Framework.Vector2.Length(), Microsoft.Xna.Framework.Vector2.LengthSquared(), Terraria.GameContent.Shaders.WaterShaderData.OnWaveDraw, Terraria.Main.screenHeight, Terraria.Main.screenPosition, Terraria.Main.screenWidth, System.value, Microsoft.Xna.Framework.Vector2.X, and Microsoft.Xna.Framework.Vector2.Y.

Referenced by Terraria.GameContent.Shaders.WaterShaderData.StepLiquids().