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- for (num20 = 0; num20 < 0x10; num20++)
- {
- if (player[num20].active)
- {
- if (player[num20].direction == -1)
- {
- none = SpriteEffects.FlipHorizontally;
- }
- else
- {
- none = SpriteEffects.None;
- }
- Color newColor = Lighting.color[Lighting.LightingX(((((int) (player[num20].position.X + (player[num20].width * 0.5))) / 0x10) - firstX) + 0x15), Lighting.LightingY(((((int) (player[num20].position.Y + (player[num20].height * 0.25))) / 0x10) - firstY) + 0x15)];
- this.spriteBatch.Draw(playerHeadTexture, (new Vector2((float) ((((int) (player[num20].position.X - screenPosition.X)) - (player[num20].headFrame.Width / 2)) + (player[num20].width / 2)), (float) ((int) ((((player[num20].position.Y - screenPosition.Y) + player[num20].height) - player[num20].headFrame.Height) + 2f))) + player[num20].headPosition) + new Vector2(16f, 14f), new Rectangle?(player[num20].headFrame), player[num20].GetImmuneAlpha(newColor), player[num20].headRotation, new Vector2(16f, 14f), (float) 1f, none, 0f);
- newColor = Lighting.color[Lighting.LightingX(((((int) (player[num20].position.X + (player[num20].width * 0.5))) / 0x10) - firstX) + 0x15), Lighting.LightingY(((((int) (player[num20].position.Y + (player[num20].height * 0.5))) / 0x10) - firstY) + 0x15)];
- if (((player[num20].itemAnimation > 0) || (player[num20].inventory[player[num20].selectedItem].holdStyle > 0)) && (player[num20].inventory[player[num20].selectedItem].type > 0))
- {
- this.spriteBatch.Draw(itemTexture[player[num20].inventory[player[num20].selectedItem].type], new Vector2((float) ((int) (player[num20].itemLocation.X - screenPosition.X)), (float) ((int) (player[num20].itemLocation.Y - screenPosition.Y))), new Rectangle(0, 0, itemTexture[player[num20].inventory[player[num20].selectedItem].type].Width, itemTexture[player[num20].inventory[player[num20].selectedItem].type].Height), player[num20].inventory[player[num20].selectedItem].GetAlpha(newColor), player[num20].itemRotation, new Vector2((itemTexture[player[num20].inventory[player[num20].selectedItem].type].Width * 0.5f) - ((itemTexture[player[num20].inventory[player[num20].selectedItem].type].Width * 0.5f) * player[num20].direction), (float) itemTexture[player[num20].inventory[player[num20].selectedItem].type].Height), player[num20].inventory[player[num20].selectedItem].scale, none, 0f);
- color15 = new Color();
- if (player[num20].inventory[player[num20].selectedItem].color != color15)
- {
- this.spriteBatch.Draw(itemTexture[player[num20].inventory[player[num20].selectedItem].type], new Vector2((float) ((int) (player[num20].itemLocation.X - screenPosition.X)), (float) ((int) (player[num20].itemLocation.Y - screenPosition.Y))), new Rectangle(0, 0, itemTexture[player[num20].inventory[player[num20].selectedItem].type].Width, itemTexture[player[num20].inventory[player[num20].selectedItem].type].Height), player[num20].inventory[player[num20].selectedItem].GetColor(newColor), player[num20].itemRotation, new Vector2((itemTexture[player[num20].inventory[player[num20].selectedItem].type].Width * 0.5f) - ((itemTexture[player[num20].inventory[player[num20].selectedItem].type].Width * 0.5f) * player[num20].direction), (float) itemTexture[player[num20].inventory[player[num20].selectedItem].type].Height), player[num20].inventory[player[num20].selectedItem].scale, none, 0f);
- }
- }
- this.spriteBatch.Draw(playerBodyTexture, (new Vector2((float) ((((int) (player[num20].position.X - screenPosition.X)) - (player[num20].bodyFrame.Width / 2)) + (player[num20].width / 2)), (float) ((int) ((((player[num20].position.Y - screenPosition.Y) + player[num20].height) - player[num20].bodyFrame.Height) + 2f))) + player[num20].bodyPosition) + new Vector2(16f, 28f), new Rectangle?(player[num20].bodyFrame), player[num20].GetImmuneAlpha(newColor), player[num20].bodyRotation, new Vector2(16f, 28f), (float) 1f, none, 0f);
- newColor = Lighting.color[Lighting.LightingX(((((int) (player[num20].position.X + (player[num20].width * 0.5))) / 0x10) - firstX) + 0x15), Lighting.LightingY(((((int) (player[num20].position.Y + (player[num20].height * 0.75))) / 0x10) - firstY) + 0x15)];
- this.spriteBatch.Draw(playerLegTexture, (new Vector2((float) ((((int) (player[num20].position.X - screenPosition.X)) - (player[num20].legFrame.Width / 2)) + (player[num20].width / 2)), (float) ((int) ((((player[num20].position.Y - screenPosition.Y) + player[num20].height) - player[num20].legFrame.Height) + 2f))) + player[num20].legPosition) + new Vector2(16f, 40f), new Rectangle?(player[num20].legFrame), player[num20].GetImmuneAlpha(newColor), player[num20].legRotation, new Vector2(16f, 40f), (float) 1f, none, 0f);
- }
- }
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