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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◆ PreDraw()

void Terraria.GameContent.Shaders.WaterShaderData.PreDraw ( GameTime gameTime)
inlineprivate

Definition at line 191 of file WaterShaderData.cs.

192 {
194 if (this._usingRenderTargets)
195 {
196 bool isGraphicsDeviceAvailable = Main.IsGraphicsDeviceAvailable;
197 bool usePlayerWaves;
198 if (!this._useProjectileWaves && !this._useRippleWaves && !this._useCustomWaves)
199 {
200 usePlayerWaves = this._usePlayerWaves;
201 if (!usePlayerWaves)
202 {
203 if (this._isWaveBufferDirty || this._clearNextFrame)
204 {
206 return;
207 }
208 return;
209 }
210 }
211 int queuedSteps = this._queuedSteps;
212 if (!usePlayerWaves)
213 {
214 }
215 int num = 1;
216 int num2 = Math.Min(queuedSteps, num);
217 this.StepLiquids();
218 return;
219 }
220 }
class f__AnonymousType0<< Count > j__TPar
static DistortionRenderTargetManager Instance
static byte Min(byte val1, byte val2)
Definition Math.cs:152

References Terraria.GameContent.Shaders.WaterShaderData._clearNextFrame, Terraria.GameContent.Shaders.WaterShaderData._isWaveBufferDirty, Terraria.GameContent.Shaders.WaterShaderData._queuedSteps, Terraria.GameContent.Shaders.WaterShaderData._useCustomWaves, Terraria.GameContent.Shaders.WaterShaderData._usePlayerWaves, Terraria.GameContent.Shaders.WaterShaderData._useProjectileWaves, Terraria.GameContent.Shaders.WaterShaderData._useRippleWaves, Terraria.GameContent.Shaders.WaterShaderData._usingRenderTargets, DistortionRenderTargetManager.ClearRenderTarget(), DistortionRenderTargetManager.Instance, Terraria.Main.IsGraphicsDeviceAvailable, j__TPar, System.Math.Min(), Terraria.GameContent.Shaders.WaterShaderData.StepLiquids(), and Terraria.GameContent.Shaders.WaterShaderData.ValidateRenderTargets().