Terraria 1.4.0.5 Source Code
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GameContent/Shaders/BlizzardShaderData.cs
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GameContent/Shaders/BlizzardShaderData.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.Shaders.BlizzardShaderData
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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.Graphics.Shaders;
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namespace Terraria.GameContent.Shaders
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{
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public class BlizzardShaderData : ScreenShaderData
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{
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private Vector2 _texturePosition = Vector2.Zero;
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private float windSpeed = 0.1f;
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public BlizzardShaderData(string passName)
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: base(passName)
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{
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}
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public override void Update(GameTime gameTime)
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{
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float num = Main.windSpeedCurrent;
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if ((double) num >= 0.0 && (double) num <= 0.100000001490116)
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num = 0.1f;
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else if ((double) num <= 0.0 && (double) num >= -0.100000001490116)
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num = -0.1f;
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this.windSpeed = (float) ((double) num * 0.0500000007450581 + (double) this.windSpeed * 0.949999988079071);
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Vector2 direction = new Vector2(-this.windSpeed, -1f) * new Vector2(10f, 2f);
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direction.Normalize();
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direction *= new Vector2(0.8f, 0.6f);
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if (!Main.gamePaused && Main.hasFocus)
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this._texturePosition += direction * (float) gameTime.ElapsedGameTime.TotalSeconds;
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this._texturePosition.X %= 10f;
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this._texturePosition.Y %= 10f;
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this.UseDirection(direction);
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this.UseTargetPosition(this._texturePosition);
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base.Update(gameTime);
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}
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public override void Apply()
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{
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this.UseTargetPosition(this._texturePosition);
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base.Apply();
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}
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}
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}
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