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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FlameParticle.cs
Go to the documentation of this file.
1using System;
6
8{
9 // Token: 0x02000758 RID: 1880
11 {
12 // Token: 0x06003DE3 RID: 15843 RVA: 0x0023A7A4 File Offset: 0x002389A4
13 public override void FetchFromPool()
14 {
15 base.FetchFromPool();
16 this.FadeOutNormalizedTime = (float)16256;
17 }
18
19 // Token: 0x06003DE4 RID: 15844 RVA: 0x000021DB File Offset: 0x000003DB
21 {
22 throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
23 }
24
25 // Token: 0x06003DE5 RID: 15845 RVA: 0x0023A7C4 File Offset: 0x002389C4
30
31 // Token: 0x06003DE6 RID: 15846 RVA: 0x0023A7D8 File Offset: 0x002389D8
32 public override void Update(ParticleRendererSettings settings)
33 {
34 base.Update(settings);
35 float timeTolive = this._timeTolive;
39 }
40
41 // Token: 0x06003DE7 RID: 15847 RVA: 0x0023A808 File Offset: 0x00238A08
42 public override void Draw(ParticleRendererSettings settings, SpriteBatch spritebatch)
43 {
44 int num = 1;
45 float timeTolive = this._timeTolive;
48 if (num == 0)
49 {
50 }
51 if (num == 0)
52 {
53 }
54 int num2 = 1;
55 int num3 = 1;
57 float x = this.LocalPosition.X;
58 float y = this.LocalPosition.Y;
59 if (num2 == 0)
60 {
61 }
62 float x2 = this.LocalPosition.X;
63 float y2 = this.LocalPosition.Y;
64 int num4 = 3;
65 int num5 = Utils.RandomInt((ulong)4720931368828141568L, num3, num4);
66 int num6 = 3;
68 Asset<Texture2D> texture = this._texture;
69 float x3 = this.Scale.X;
70 float y3 = this.Scale.Y;
71 if (texture == null)
72 {
73 }
74 Rectangle frame = this._frame;
75 int width = this._frame.Width;
76 float y4 = this._origin.Y;
77 float rotation = this.Rotation;
78 float x4 = this._origin.X;
79 float x5 = this.Scale.X;
80 float y5 = this.Scale.Y;
82 if (packedShaderIndex == 0)
83 {
84 }
85 if (packedShaderIndex == 0)
86 {
87 }
88 EffectTechnique <CurrentTechnique>k__BackingField = Main.pixelShader.<CurrentTechnique>k__BackingField;
89 long num8 = 0L;
90 EffectPass effectPass = <CurrentTechnique>k__BackingField.<Passes>k__BackingField[(int)num8];
91 if (<CurrentTechnique>k__BackingField == null)
92 {
93 }
94 }
95
96 // Token: 0x06003DE8 RID: 15848 RVA: 0x0023A96C File Offset: 0x00238B6C
98 {
99 }
100
101 // Token: 0x04007C9D RID: 31901
102 public float FadeOutNormalizedTime = (float)16256;
103
104 // Token: 0x04007C9E RID: 31902
105 private float _timeTolive;
106
107 // Token: 0x04007C9F RID: 31903
108 private float _timeSinceSpawn;
109
110 // Token: 0x04007CA0 RID: 31904
112
113 // Token: 0x04007CA1 RID: 31905
115 }
116}
class f__AnonymousType0<< Count > j__TPar
bool< ShouldBeRemovedFromRenderer > k__BackingField
override void Update(ParticleRendererSettings settings)
override void SetBasicInfo(Asset< Texture2D > textureAsset, Rectangle? frame, Vector2 initialVelocity, Vector2 initialLocalPosition)
override void Draw(ParticleRendererSettings settings, SpriteBatch spritebatch)
void SetTypeInfo(float timeToLive, int indexOfPlayerWhoSpawnedIt, int packedShaderIndex)
static Effect pixelShader
Definition Main.cs:4317
static int RandomInt(ulong seed, int max)
Definition Utils.cs:1687