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.GameContent.PlayerEyeHelper
// 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
namespace Terraria.GameContent
{
public struct PlayerEyeHelper
{
private PlayerEyeHelper.EyeState _state;
private int _timeInState;
private const int TimeToActDamaged = 20;
public int EyeFrameToShow { get; private set; }
public void Update(Player player)
{
this.SetStateByPlayerInfo(player);
this.UpdateEyeFrameToShow(player);
++this._timeInState;
}
private void UpdateEyeFrameToShow(Player player)
{
PlayerEyeHelper.EyeFrame eyeFrame1 = PlayerEyeHelper.EyeFrame.EyeOpen;
switch (this._state)
{
case PlayerEyeHelper.EyeState.NormalBlinking:
int num = this._timeInState % 240 - 234;
eyeFrame1 = num < 4 ? (num < 2 ? (num < 0 ? PlayerEyeHelper.EyeFrame.EyeOpen : PlayerEyeHelper.EyeFrame.EyeHalfClosed) : PlayerEyeHelper.EyeFrame.EyeClosed) : PlayerEyeHelper.EyeFrame.EyeHalfClosed;
break;
case PlayerEyeHelper.EyeState.InStorm:
eyeFrame1 = this._timeInState % 120 - 114 < 0 ? PlayerEyeHelper.EyeFrame.EyeHalfClosed : PlayerEyeHelper.EyeFrame.EyeClosed;
break;
case PlayerEyeHelper.EyeState.InBed:
PlayerEyeHelper.EyeFrame eyeFrame2 = this.DoesPlayerCountAsModeratelyDamaged(player) ? PlayerEyeHelper.EyeFrame.EyeHalfClosed : PlayerEyeHelper.EyeFrame.EyeOpen;
this._timeInState = player.sleeping.timeSleeping;
eyeFrame1 = this._timeInState >= 60 ? (this._timeInState >= 120 ? PlayerEyeHelper.EyeFrame.EyeClosed : PlayerEyeHelper.EyeFrame.EyeHalfClosed) : eyeFrame2;
break;
case PlayerEyeHelper.EyeState.JustTookDamage:
eyeFrame1 = PlayerEyeHelper.EyeFrame.EyeClosed;
break;
case PlayerEyeHelper.EyeState.IsModeratelyDamaged:
case PlayerEyeHelper.EyeState.IsTipsy:
case PlayerEyeHelper.EyeState.IsPoisoned:
eyeFrame1 = this._timeInState % 120 - 100 < 0 ? PlayerEyeHelper.EyeFrame.EyeHalfClosed : PlayerEyeHelper.EyeFrame.EyeClosed;
break;
case PlayerEyeHelper.EyeState.IsBlind:
eyeFrame1 = PlayerEyeHelper.EyeFrame.EyeClosed;
break;
}
this.EyeFrameToShow = (int) eyeFrame1;
}
private void SetStateByPlayerInfo(Player player)
{
if (player.blackout || player.blind)
{
this.SwitchToState(PlayerEyeHelper.EyeState.IsBlind);
}
else
{
if (this._state == PlayerEyeHelper.EyeState.JustTookDamage && this._timeInState < 20)
return;
if (player.sleeping.isSleeping)
this.SwitchToState(PlayerEyeHelper.EyeState.InBed, player.itemAnimation > 0);
else if (this.DoesPlayerCountAsModeratelyDamaged(player))
this.SwitchToState(PlayerEyeHelper.EyeState.IsModeratelyDamaged);
else if (player.tipsy)
this.SwitchToState(PlayerEyeHelper.EyeState.IsTipsy);
else if (player.poisoned || player.venom)
{
this.SwitchToState(PlayerEyeHelper.EyeState.IsPoisoned);
}
else
{
bool flag = player.ZoneSandstorm || player.ZoneSnow && Main.IsItRaining;
if (player.behindBackWall)
flag = false;
if (flag)
this.SwitchToState(PlayerEyeHelper.EyeState.InStorm);
else
this.SwitchToState(PlayerEyeHelper.EyeState.NormalBlinking);
}
}
}
private void SwitchToState(
PlayerEyeHelper.EyeState newState,
bool resetStateTimerEvenIfAlreadyInState = false)
{
if (this._state == newState && !resetStateTimerEvenIfAlreadyInState)
return;
this._state = newState;
this._timeInState = 0;
}
private bool DoesPlayerCountAsModeratelyDamaged(Player player) => (double) player.statLife <= (double) player.statLifeMax2 * 0.25;
public void BlinkBecausePlayerGotHurt() => this.SwitchToState(PlayerEyeHelper.EyeState.JustTookDamage, true);
private enum EyeFrame
{
EyeOpen,
EyeHalfClosed,
EyeClosed,
}
private enum EyeState
{
NormalBlinking,
InStorm,
InBed,
JustTookDamage,
IsModeratelyDamaged,
IsBlind,
IsTipsy,
IsPoisoned,
}
}
}