Terraria 1.4.0.5 Source Code
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GameContent/Skies/SandstormSky.cs
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73
GameContent/Skies/SandstormSky.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.Skies.SandstormSky
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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 System;
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using Terraria.GameContent.Events;
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using Terraria.Graphics.Effects;
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using Terraria.Utilities;
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namespace Terraria.GameContent.Skies
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{
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public class SandstormSky : CustomSky
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{
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private UnifiedRandom _random = new UnifiedRandom();
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private bool _isActive;
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private bool _isLeaving;
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private float _opacity;
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public override void OnLoad()
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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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if (Main.gamePaused || !Main.hasFocus)
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return;
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if (this._isLeaving)
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{
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this._opacity -= (float) gameTime.ElapsedGameTime.TotalSeconds;
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if ((double) this._opacity >= 0.0)
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return;
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this._isActive = false;
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this._opacity = 0.0f;
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}
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else
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{
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this._opacity += (float) gameTime.ElapsedGameTime.TotalSeconds;
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if ((double) this._opacity <= 1.0)
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return;
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this._opacity = 1f;
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}
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}
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public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
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{
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if ((double) minDepth >= 1.0 && (double) maxDepth != 3.40282346638529E+38)
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return;
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float num = Math.Min(1f, Sandstorm.Severity * 1.5f);
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Color color = new Color(new Vector4(0.85f, 0.66f, 0.33f, 1f) * 0.8f * Main.ColorOfTheSkies.ToVector4()) * this._opacity * num;
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spriteBatch.Draw(TextureAssets.MagicPixel.Value, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), color);
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}
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public override void Activate(Vector2 position, params object[] args)
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{
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this._isActive = true;
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this._isLeaving = false;
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}
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public override void Deactivate(params object[] args) => this._isLeaving = true;
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public override void Reset()
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{
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this._opacity = 0.0f;
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this._isActive = false;
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}
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public override bool IsActive() => this._isActive;
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}
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}
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