Terraria 1.4.0.5 Source Code
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CombatText.cs
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186
CombatText.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.CombatText
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using Terraria.GameContent;
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namespace Terraria
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{
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public class CombatText
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{
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public static readonly Color DamagedFriendly = new Color((int) byte.MaxValue, 80, 90, (int) byte.MaxValue);
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public static readonly Color DamagedFriendlyCrit = new Color((int) byte.MaxValue, 100, 30, (int) byte.MaxValue);
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public static readonly Color DamagedHostile = new Color((int) byte.MaxValue, 160, 80, (int) byte.MaxValue);
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public static readonly Color DamagedHostileCrit = new Color((int) byte.MaxValue, 100, 30, (int) byte.MaxValue);
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public static readonly Color OthersDamagedHostile = CombatText.DamagedHostile * 0.4f;
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public static readonly Color OthersDamagedHostileCrit = CombatText.DamagedHostileCrit * 0.4f;
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public static readonly Color HealLife = new Color(100, (int) byte.MaxValue, 100, (int) byte.MaxValue);
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public static readonly Color HealMana = new Color(100, 100, (int) byte.MaxValue, (int) byte.MaxValue);
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public static readonly Color LifeRegen = new Color((int) byte.MaxValue, 60, 70, (int) byte.MaxValue);
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public static readonly Color LifeRegenNegative = new Color((int) byte.MaxValue, 140, 40, (int) byte.MaxValue);
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public Vector2 position;
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public Vector2 velocity;
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public float alpha;
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public int alphaDir = 1;
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public string text = "";
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public float scale = 1f;
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public float rotation;
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public Color color;
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public bool active;
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public int lifeTime;
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public bool crit;
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public bool dot;
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public static int NewText(
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Rectangle location,
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Color color,
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int amount,
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bool dramatic = false,
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bool dot = false)
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{
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return CombatText.NewText(location, color, amount.ToString(), dramatic, dot);
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}
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public static int NewText(
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Rectangle location,
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Color color,
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string text,
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bool dramatic = false,
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bool dot = false)
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{
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if (Main.netMode == 2)
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return 100;
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for (int index1 = 0; index1 < 100; ++index1)
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{
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if (!Main.combatText[index1].active)
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{
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int index2 = 0;
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if (dramatic)
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index2 = 1;
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Vector2 vector2 = FontAssets.CombatText[index2].Value.MeasureString(text);
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Main.combatText[index1].alpha = 1f;
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Main.combatText[index1].alphaDir = -1;
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Main.combatText[index1].active = true;
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Main.combatText[index1].scale = 0.0f;
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Main.combatText[index1].rotation = 0.0f;
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Main.combatText[index1].position.X = (float) ((double) location.X + (double) location.Width * 0.5 - (double) vector2.X * 0.5);
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Main.combatText[index1].position.Y = (float) ((double) location.Y + (double) location.Height * 0.25 - (double) vector2.Y * 0.5);
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Main.combatText[index1].position.X += (float) Main.rand.Next(-(int) ((double) location.Width * 0.5), (int) ((double) location.Width * 0.5) + 1);
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Main.combatText[index1].position.Y += (float) Main.rand.Next(-(int) ((double) location.Height * 0.5), (int) ((double) location.Height * 0.5) + 1);
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Main.combatText[index1].color = color;
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Main.combatText[index1].text = text;
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Main.combatText[index1].velocity.Y = -7f;
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if ((double) Main.player[Main.myPlayer].gravDir == -1.0)
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{
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Main.combatText[index1].velocity.Y *= -1f;
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Main.combatText[index1].position.Y = (float) ((double) location.Y + (double) location.Height * 0.75 + (double) vector2.Y * 0.5);
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}
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Main.combatText[index1].lifeTime = 60;
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Main.combatText[index1].crit = dramatic;
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Main.combatText[index1].dot = dot;
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if (dramatic)
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{
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Main.combatText[index1].text = text;
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Main.combatText[index1].lifeTime *= 2;
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Main.combatText[index1].velocity.Y *= 2f;
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Main.combatText[index1].velocity.X = (float) Main.rand.Next(-25, 26) * 0.05f;
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Main.combatText[index1].rotation = (float) (Main.combatText[index1].lifeTime / 2) * (1f / 500f);
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if ((double) Main.combatText[index1].velocity.X < 0.0)
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Main.combatText[index1].rotation *= -1f;
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}
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if (dot)
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{
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Main.combatText[index1].velocity.Y = -4f;
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Main.combatText[index1].lifeTime = 40;
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}
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return index1;
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}
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}
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return 100;
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}
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public static void clearAll()
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{
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for (int index = 0; index < 100; ++index)
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Main.combatText[index].active = false;
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}
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public static float TargetScale => 1f;
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public void Update()
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{
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if (!this.active)
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return;
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float targetScale = CombatText.TargetScale;
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this.alpha += (float) this.alphaDir * 0.05f;
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if ((double) this.alpha <= 0.6)
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this.alphaDir = 1;
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if ((double) this.alpha >= 1.0)
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{
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this.alpha = 1f;
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this.alphaDir = -1;
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}
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if (this.dot)
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{
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this.velocity.Y += 0.15f;
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}
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else
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{
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this.velocity.Y *= 0.92f;
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if (this.crit)
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this.velocity.Y *= 0.92f;
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}
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this.velocity.X *= 0.93f;
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this.position += this.velocity;
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--this.lifeTime;
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if (this.lifeTime <= 0)
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{
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this.scale -= 0.1f * targetScale;
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if ((double) this.scale < 0.1)
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this.active = false;
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this.lifeTime = 0;
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if (!this.crit)
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return;
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this.alphaDir = -1;
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this.scale += 0.07f * targetScale;
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}
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else
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{
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if (this.crit)
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{
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if ((double) this.velocity.X < 0.0)
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this.rotation += 1f / 1000f;
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else
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this.rotation -= 1f / 1000f;
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}
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if (this.dot)
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{
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this.scale += 0.5f * targetScale;
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if ((double) this.scale <= 0.8 * (double) targetScale)
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return;
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this.scale = 0.8f * targetScale;
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}
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else
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{
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if ((double) this.scale < (double) targetScale)
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this.scale += 0.1f * targetScale;
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if ((double) this.scale <= (double) targetScale)
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return;
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this.scale = targetScale;
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}
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}
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}
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public static void UpdateCombatText()
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{
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for (int index = 0; index < 100; ++index)
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{
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if (Main.combatText[index].active)
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Main.combatText[index].Update();
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}
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}
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}
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}
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