Terraria 1.4.0.5 Source Code
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141
Graphics/Renderers/MapHeadRenderer.cs
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141
Graphics/Renderers/MapHeadRenderer.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.Graphics.Renderers.MapHeadRenderer
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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 System.Collections.Generic;
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using Terraria.DataStructures;
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using Terraria.GameContent;
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using Terraria.ID;
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namespace Terraria.Graphics.Renderers
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{
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public class MapHeadRenderer : INeedRenderTargetContent
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{
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private bool _anyDirty;
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private PlayerHeadDrawRenderTargetContent[] _playerRenders = new PlayerHeadDrawRenderTargetContent[(int) byte.MaxValue];
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private readonly List<DrawData> _drawData = new List<DrawData>();
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public MapHeadRenderer()
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{
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for (int index = 0; index < this._playerRenders.Length; ++index)
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this._playerRenders[index] = new PlayerHeadDrawRenderTargetContent();
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}
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public void DrawPlayerHead(
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Camera camera,
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Player drawPlayer,
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Vector2 position,
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float alpha = 1f,
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float scale = 1f,
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Color borderColor = default (Color))
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{
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PlayerHeadDrawRenderTargetContent playerRender = this._playerRenders[drawPlayer.whoAmI];
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playerRender.UsePlayer(drawPlayer);
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playerRender.UseColor(borderColor);
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playerRender.Request();
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this._anyDirty = true;
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this._drawData.Clear();
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if (!playerRender.IsReady)
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return;
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RenderTarget2D target = playerRender.GetTarget();
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this._drawData.Add(new DrawData((Texture2D) target, position, new Rectangle?(), Color.White, 0.0f, target.Size() / 2f, scale, SpriteEffects.None, 0));
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this.RenderDrawData(drawPlayer);
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}
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private void RenderDrawData(Player drawPlayer)
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{
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Effect pixelShader = Main.pixelShader;
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Projectile[] projectile = Main.projectile;
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SpriteBatch spriteBatch = Main.spriteBatch;
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for (int index = 0; index < this._drawData.Count; ++index)
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{
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DrawData cdd = this._drawData[index];
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if (!cdd.sourceRect.HasValue)
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cdd.sourceRect = new Rectangle?(cdd.texture.Frame());
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PlayerDrawHelper.SetShaderForData(drawPlayer, drawPlayer.cHead, ref cdd);
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if (cdd.texture != null)
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cdd.Draw(spriteBatch);
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}
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pixelShader.CurrentTechnique.Passes[0].Apply();
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}
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public bool IsReady => !this._anyDirty;
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public void PrepareRenderTarget(GraphicsDevice device, SpriteBatch spriteBatch)
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{
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if (!this._anyDirty)
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return;
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for (int index = 0; index < this._playerRenders.Length; ++index)
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this._playerRenders[index].PrepareRenderTarget(device, spriteBatch);
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this._anyDirty = false;
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}
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private void CreateOutlines(float alpha, float scale, Color borderColor)
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{
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if (!(borderColor != Color.Transparent))
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return;
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List<DrawData> drawDataList1 = new List<DrawData>((IEnumerable<DrawData>) this._drawData);
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List<DrawData> drawDataList2 = new List<DrawData>((IEnumerable<DrawData>) this._drawData);
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this._drawData.Clear();
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float num1 = 2f * scale;
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Color color1 = borderColor * (alpha * alpha);
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Color color2 = Color.Black * (alpha * alpha);
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int colorOnlyShaderIndex = ContentSamples.CommonlyUsedContentSamples.ColorOnlyShaderIndex;
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for (int index = 0; index < drawDataList2.Count; ++index)
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{
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DrawData drawData = drawDataList2[index];
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drawData.shader = colorOnlyShaderIndex;
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drawData.color = color2;
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drawDataList2[index] = drawData;
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}
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int num2 = 2;
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for (int index1 = -num2; index1 <= num2; ++index1)
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{
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for (int index2 = -num2; index2 <= num2; ++index2)
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{
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if (Math.Abs(index1) + Math.Abs(index2) == num2)
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{
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Vector2 vector2 = new Vector2((float) index1 * num1, (float) index2 * num1);
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for (int index3 = 0; index3 < drawDataList2.Count; ++index3)
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{
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DrawData drawData = drawDataList2[index3];
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drawData.position += vector2;
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this._drawData.Add(drawData);
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}
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}
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}
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}
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for (int index = 0; index < drawDataList2.Count; ++index)
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{
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DrawData drawData = drawDataList2[index];
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drawData.shader = colorOnlyShaderIndex;
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drawData.color = color1;
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drawDataList2[index] = drawData;
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}
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Vector2 vector2_1 = Vector2.Zero;
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int num3 = 1;
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for (int index4 = -num3; index4 <= num3; ++index4)
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{
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for (int index5 = -num3; index5 <= num3; ++index5)
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{
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if (Math.Abs(index4) + Math.Abs(index5) == num3)
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{
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vector2_1 = new Vector2((float) index4 * num1, (float) index5 * num1);
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for (int index6 = 0; index6 < drawDataList2.Count; ++index6)
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{
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DrawData drawData = drawDataList2[index6];
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drawData.position += vector2_1;
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this._drawData.Add(drawData);
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}
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}
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}
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}
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this._drawData.AddRange((IEnumerable<DrawData>) drawDataList1);
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}
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}
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}
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