Terraria 1.4.0.5 Source Code
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GameContent/PlayerTitaniumStormBuffTextureContent.cs
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GameContent/PlayerTitaniumStormBuffTextureContent.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.PlayerTitaniumStormBuffTextureContent
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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 Microsoft.Xna.Framework.Graphics;
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using ReLogic.Content;
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using Terraria.DataStructures;
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using Terraria.Graphics.Shaders;
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namespace Terraria.GameContent
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{
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public class PlayerTitaniumStormBuffTextureContent : ARenderTargetContentByRequest
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{
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private MiscShaderData _shaderData;
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public PlayerTitaniumStormBuffTextureContent()
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{
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this._shaderData = new MiscShaderData(Main.PixelShaderRef, "TitaniumStorm");
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this._shaderData.UseImage1("Images/Extra_" + (object) (short) 156);
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}
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protected override void HandleUseReqest(GraphicsDevice device, SpriteBatch spriteBatch)
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{
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Main.instance.LoadProjectile(908);
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Asset<Texture2D> asset = TextureAssets.Projectile[908];
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this.UpdateSettingsForRendering(0.6f, 0.0f, Main.GlobalTimeWrappedHourly, 0.3f);
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this.PrepareARenderTarget_AndListenToEvents(ref this._target, device, asset.Width(), asset.Height(), RenderTargetUsage.PreserveContents);
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device.SetRenderTarget(this._target);
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device.Clear(Color.Transparent);
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DrawData drawData = new DrawData(asset.Value, Vector2.Zero, Color.White);
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
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this._shaderData.Apply(new DrawData?(drawData));
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drawData.Draw(spriteBatch);
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spriteBatch.End();
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device.SetRenderTarget((RenderTarget2D) null);
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this._wasPrepared = true;
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}
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public void UpdateSettingsForRendering(
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float gradientContributionFromOriginalTexture,
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float gradientScrollingSpeed,
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float flatGradientOffset,
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float gradientColorDominance)
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{
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this._shaderData.UseColor(gradientScrollingSpeed, gradientContributionFromOriginalTexture, gradientColorDominance);
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this._shaderData.UseOpacity(flatGradientOffset);
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}
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}
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}
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