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Aug 19th, 2017
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C# 5.19 KB | None | 0 0
  1.  
  2.                 for (num20 = 0; num20 < 0x10; num20++)
  3.                 {
  4.                     if (player[num20].active)
  5.                     {
  6.                         if (player[num20].direction == -1)
  7.                         {
  8.                             none = SpriteEffects.FlipHorizontally;
  9.                         }
  10.                         else
  11.                         {
  12.                             none = SpriteEffects.None;
  13.                         }
  14.                         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)];
  15.                         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);
  16.                         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)];
  17.                         if (((player[num20].itemAnimation > 0) || (player[num20].inventory[player[num20].selectedItem].holdStyle > 0)) && (player[num20].inventory[player[num20].selectedItem].type > 0))
  18.                         {
  19.                             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);
  20.                             color15 = new Color();
  21.                             if (player[num20].inventory[player[num20].selectedItem].color != color15)
  22.                             {
  23.                                 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);
  24.                             }
  25.                         }
  26.                         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);
  27.                         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)];
  28.                         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);
  29.                     }
  30.                 }
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