Terraria 1.4.0.5 Source Code

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MikeyIsBaeYT 2021-10-26 12:45:26 -04:00
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// Decompiled with JetBrains decompiler
// Type: Terraria.DataStructures.PlayerDrawHeadSet
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
using Terraria.ID;
namespace Terraria.DataStructures
{
public struct PlayerDrawHeadSet
{
public List<Terraria.DataStructures.DrawData> DrawData;
public List<int> Dust;
public List<int> Gore;
public Player drawPlayer;
public int cHead;
public int cFace;
public int cUnicornHorn;
public int skinVar;
public int hairShaderPacked;
public int skinDyePacked;
public float scale;
public Color colorEyeWhites;
public Color colorEyes;
public Color colorHair;
public Color colorHead;
public Color colorArmorHead;
public SpriteEffects playerEffect;
public Vector2 headVect;
public Rectangle bodyFrameMemory;
public bool fullHair;
public bool hatHair;
public bool hideHair;
public bool helmetIsTall;
public bool helmetIsOverFullHair;
public bool helmetIsNormal;
public bool drawUnicornHorn;
public Vector2 Position;
public Vector2 helmetOffset;
public Rectangle HairFrame
{
get
{
Rectangle bodyFrameMemory = this.bodyFrameMemory;
--bodyFrameMemory.Height;
return bodyFrameMemory;
}
}
public void BoringSetup(
Player drawPlayer2,
List<Terraria.DataStructures.DrawData> drawData,
List<int> dust,
List<int> gore,
float X,
float Y,
float Alpha,
float Scale)
{
this.DrawData = drawData;
this.Dust = dust;
this.Gore = gore;
this.drawPlayer = drawPlayer2;
this.Position = this.drawPlayer.position;
this.cHead = 0;
this.cFace = 0;
this.cUnicornHorn = 0;
this.drawUnicornHorn = false;
this.skinVar = this.drawPlayer.skinVariant;
this.hairShaderPacked = PlayerDrawHelper.PackShader((int) this.drawPlayer.hairDye, PlayerDrawHelper.ShaderConfiguration.HairShader);
if (this.drawPlayer.head == 0 && this.drawPlayer.hairDye == (byte) 0)
this.hairShaderPacked = PlayerDrawHelper.PackShader(1, PlayerDrawHelper.ShaderConfiguration.HairShader);
this.skinDyePacked = this.drawPlayer.skinDyePacked;
if (this.drawPlayer.face > (sbyte) 0 && this.drawPlayer.face < (sbyte) 16)
Main.instance.LoadAccFace((int) this.drawPlayer.face);
this.cHead = this.drawPlayer.cHead;
this.cFace = this.drawPlayer.cFace;
this.cUnicornHorn = this.drawPlayer.cUnicornHorn;
this.drawUnicornHorn = this.drawPlayer.hasUnicornHorn;
Main.instance.LoadHair(this.drawPlayer.hair);
this.scale = Scale;
this.colorEyeWhites = Main.quickAlpha(Color.White, Alpha);
this.colorEyes = Main.quickAlpha(this.drawPlayer.eyeColor, Alpha);
this.colorHair = Main.quickAlpha(this.drawPlayer.GetHairColor(false), Alpha);
this.colorHead = Main.quickAlpha(this.drawPlayer.skinColor, Alpha);
this.colorArmorHead = Main.quickAlpha(Color.White, Alpha);
this.playerEffect = SpriteEffects.None;
if (this.drawPlayer.direction < 0)
this.playerEffect = SpriteEffects.FlipHorizontally;
this.headVect = new Vector2((float) this.drawPlayer.legFrame.Width * 0.5f, (float) this.drawPlayer.legFrame.Height * 0.4f);
this.bodyFrameMemory = this.drawPlayer.bodyFrame;
this.bodyFrameMemory.Y = 0;
this.Position = Main.screenPosition;
this.Position.X += X;
this.Position.Y += Y;
this.Position.X -= 6f;
this.Position.Y -= 4f;
this.Position.Y -= (float) this.drawPlayer.HeightMapOffset;
if (this.drawPlayer.head > 0 && this.drawPlayer.head < 266)
{
Main.instance.LoadArmorHead(this.drawPlayer.head);
int i = ArmorIDs.Head.Sets.FrontToBackID[this.drawPlayer.head];
if (i >= 0)
Main.instance.LoadArmorHead(i);
}
if (this.drawPlayer.face > (sbyte) 0 && this.drawPlayer.face < (sbyte) 16)
Main.instance.LoadAccFace((int) this.drawPlayer.face);
this.helmetOffset = this.drawPlayer.GetHelmetDrawOffset();
this.drawPlayer.GetHairSettings(out this.fullHair, out this.hatHair, out this.hideHair, out bool _, out this.helmetIsOverFullHair);
this.helmetIsTall = this.drawPlayer.head == 14 || this.drawPlayer.head == 56 || this.drawPlayer.head == 158;
this.helmetIsNormal = !this.helmetIsTall && !this.helmetIsOverFullHair && this.drawPlayer.head > 0 && this.drawPlayer.head < 266 && this.drawPlayer.head != 28;
}
}
}