public static void DrawCustomInvasionProgress()
        {
            if (invasionProgress == -1)
            {
                return;
            }
            if (invasionProgressMode == 2 && invasionProgressNearInvasion && invasionProgressDisplayLeft < 160)
            {
                invasionProgressDisplayLeft = 160;
            }
            if (!Main.gamePaused && invasionProgressDisplayLeft > 0)
            {
                invasionProgressDisplayLeft--;
            }
            if (invasionProgressDisplayLeft > 0)
            {
                invasionProgressAlpha += 0.05f;
            }
            else
            {
                invasionProgressAlpha -= 0.05f;
            }
            if (invasionProgressAlpha < 0f)
            {
                invasionProgressAlpha = 0f;
            }
            if (invasionProgressAlpha > 1f)
            {
                invasionProgressAlpha = 1f;
            }
            if (invasionProgressAlpha <= 0f)
            {
                return;
            }
            float     num       = 0.5f + invasionProgressAlpha * 0.5f;
            Texture2D texture2D = mod.GetTexture("TreeIcon");
            string    text      = " Forest's Army";
            Color     c         = new Color(104, 255, 167) * 0.5f;

            /*if (Main.invasionProgressIcon == 1)
             * {
             *      texture2D = Main.extraTexture[8];
             *      text = Lang.inter[83].Value;
             *      c = new Microsoft.Xna.Framework.Color(64, 109, 164) * 0.5f;
             * }
             * else if (Main.invasionProgressIcon == 2)
             * {
             *      texture2D = Main.extraTexture[12];
             *      text = Lang.inter[84].Value;
             *      c = new Microsoft.Xna.Framework.Color(112, 86, 114) * 0.5f;
             * }
             * else if (Main.invasionProgressIcon == 3)
             * {
             *      texture2D = Main.extraTexture[79];
             *      text = Language.GetTextValue("DungeonDefenders2.InvasionProgressTitle");
             *      c = new Microsoft.Xna.Framework.Color(88, 0, 160) * 0.5f;
             * }
             * else if (Main.invasionProgressIcon == 7)
             * {
             *      texture2D = Main.extraTexture[10];
             *      text = Lang.inter[85].Value;
             *      c = new Microsoft.Xna.Framework.Color(165, 160, 155) * 0.5f;
             * }
             * else if (Main.invasionProgressIcon == 6)
             * {
             *      texture2D = Main.extraTexture[11];
             *      text = Lang.inter[86].Value;
             *      c = new Microsoft.Xna.Framework.Color(148, 122, 72) * 0.5f;
             * }
             * else if (Main.invasionProgressIcon == 5)
             * {
             *      texture2D = Main.extraTexture[7];
             *      text = Lang.inter[87].Value;
             *      c = new Microsoft.Xna.Framework.Color(173, 135, 140) * 0.5f;
             * }
             * else if (Main.invasionProgressIcon == 4)
             * {
             *      texture2D = Main.extraTexture[9];
             *      text = Lang.inter[88].Value;
             *      c = new Microsoft.Xna.Framework.Color(94, 72, 131) * 0.5f;
             * }*/
            if (invasionProgressWave > 0)
            {
                int     num2   = (int)(200f * num);
                int     num3   = (int)(45f * num);
                Vector2 vector = new Vector2((float)(Main.screenWidth - 120), (float)(Main.screenHeight - 40));
                Microsoft.Xna.Framework.Rectangle r = new Microsoft.Xna.Framework.Rectangle((int)vector.X - num2 / 2, (int)vector.Y - num3 / 2, num2, num3);
                Utils.DrawInvBG(Main.spriteBatch, r, new Microsoft.Xna.Framework.Color(63, 65, 151, 255) * 0.785f);
                string text2;
                if (invasionProgressMax == 0)
                {
                    text2 = Language.GetTextValue("Game.InvasionPoints", invasionProgress);
                }
                else
                {
                    text2 = (int)((float)Main.invasionProgress * 100f / (float)Main.invasionProgressMax) + "%";
                }
                text2 = Language.GetTextValue("Game.WaveMessage", invasionProgressWave, text2);
                Texture2D texture2D2 = Main.colorBarTexture;
                Texture2D texture2D3 = Main.colorBlipTexture;
                float     num4       = MathHelper.Clamp((float)invasionProgress / (float)invasionProgressMax, 0f, 1f);
                if (Main.invasionProgressMax == 0)
                {
                    num4 = 1f;
                }
                float   num5    = 169f * num;
                float   num6    = 8f * num;
                Vector2 vector2 = vector + Vector2.UnitY * num6 + Vector2.UnitX * 1f;
                Utils.DrawBorderString(Main.spriteBatch, text2, vector2, Microsoft.Xna.Framework.Color.White * invasionProgressAlpha, num, 0.5f, 1f, -1);
                Main.spriteBatch.Draw(texture2D2, vector, null, Microsoft.Xna.Framework.Color.White * invasionProgressAlpha, 0f, new Vector2((float)(texture2D2.Width / 2), 0f), num, SpriteEffects.None, 0f);
                vector2 += Vector2.UnitX * (num4 - 0.5f) * num5;
                Main.spriteBatch.Draw(Main.magicPixel, vector2, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(0, 0, 1, 1)), new Microsoft.Xna.Framework.Color(255, 241, 51) * invasionProgressAlpha, 0f, new Vector2(1f, 0.5f), new Vector2(num5 * num4, num6), SpriteEffects.None, 0f);
                Main.spriteBatch.Draw(Main.magicPixel, vector2, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(0, 0, 1, 1)), new Microsoft.Xna.Framework.Color(255, 165, 0, 127) * invasionProgressAlpha, 0f, new Vector2(1f, 0.5f), new Vector2(2f, num6), SpriteEffects.None, 0f);
                Main.spriteBatch.Draw(Main.magicPixel, vector2, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(0, 0, 1, 1)), Microsoft.Xna.Framework.Color.Black * invasionProgressAlpha, 0f, new Vector2(0f, 0.5f), new Vector2(num5 * (1f - num4), num6), SpriteEffects.None, 0f);
            }
            else
            {
                int     num7    = (int)(200f * num);
                int     num8    = (int)(45f * num);
                Vector2 vector3 = new Vector2((float)(Main.screenWidth - 120), (float)(Main.screenHeight - 40));
                Microsoft.Xna.Framework.Rectangle r2 = new Microsoft.Xna.Framework.Rectangle((int)vector3.X - num7 / 2, (int)vector3.Y - num8 / 2, num7, num8);
                Utils.DrawInvBG(Main.spriteBatch, r2, new Microsoft.Xna.Framework.Color(63, 65, 151, 255) * 0.785f);
                string text3;
                if (invasionProgressMax == 0)
                {
                    text3 = invasionProgress.ToString();
                }
                else
                {
                    text3 = ((int)((float)invasionProgress * 100f / (float)invasionProgressMax)).ToString() + "%";
                }
                text3 = Language.GetTextValue("Game.WaveCleared", text3);
                Texture2D texture2D4 = Main.colorBarTexture;
                Texture2D texture2D5 = Main.colorBlipTexture;
                if (invasionProgressMax != 0)
                {
                    Main.spriteBatch.Draw(texture2D4, vector3, null, Microsoft.Xna.Framework.Color.White * invasionProgressAlpha, 0f, new Vector2((float)(texture2D4.Width / 2), 0f), num, SpriteEffects.None, 0f);
                    float   num9    = MathHelper.Clamp((float)invasionProgress / (float)invasionProgressMax, 0f, 1f);
                    Vector2 vector4 = Main.fontMouseText.MeasureString(text3);
                    float   num10   = num;
                    if (vector4.Y > 22f)
                    {
                        num10 *= 22f / vector4.Y;
                    }
                    float   num11   = 169f * num;
                    float   num12   = 8f * num;
                    Vector2 vector5 = vector3 + Vector2.UnitY * num12 + Vector2.UnitX * 1f;
                    Utils.DrawBorderString(Main.spriteBatch, text3, vector5 + new Vector2(0f, -4f), Microsoft.Xna.Framework.Color.White * invasionProgressAlpha, num10, 0.5f, 1f, -1);
                    vector5 += Vector2.UnitX * (num9 - 0.5f) * num11;
                    Main.spriteBatch.Draw(Main.magicPixel, vector5, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(0, 0, 1, 1)), new Microsoft.Xna.Framework.Color(255, 241, 51) * invasionProgressAlpha, 0f, new Vector2(1f, 0.5f), new Vector2(num11 * num9, num12), SpriteEffects.None, 0f);
                    Main.spriteBatch.Draw(Main.magicPixel, vector5, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(0, 0, 1, 1)), new Microsoft.Xna.Framework.Color(255, 165, 0, 127) * invasionProgressAlpha, 0f, new Vector2(1f, 0.5f), new Vector2(2f, num12), SpriteEffects.None, 0f);
                    Main.spriteBatch.Draw(Main.magicPixel, vector5, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(0, 0, 1, 1)), Microsoft.Xna.Framework.Color.Black * invasionProgressAlpha, 0f, new Vector2(0f, 0.5f), new Vector2(num11 * (1f - num9), num12), SpriteEffects.None, 0f);
                }
            }
            Vector2 vector6 = Main.fontMouseText.MeasureString(text);
            float   num13   = 120f;

            if (vector6.X > 200f)
            {
                num13 += vector6.X - 200f;
            }
            Vector2 center = new Vector2((float)Main.screenWidth - num13, (float)(Main.screenHeight - 80));

            Microsoft.Xna.Framework.Rectangle r3 = Utils.CenteredRectangle(center, (vector6 + new Vector2((float)(texture2D.Width + 12), 6f)) * num);
            Utils.DrawInvBG(Main.spriteBatch, r3, c);
            Main.spriteBatch.Draw(texture2D, r3.Left() + Vector2.UnitX * num * 8f, null, Microsoft.Xna.Framework.Color.White * invasionProgressAlpha, 0f, new Vector2(0f, (float)(texture2D.Height / 2)), num * 0.8f, SpriteEffects.None, 0f);
            Utils.DrawBorderString(Main.spriteBatch, text, r3.Right() + Vector2.UnitX * num * -22f, Microsoft.Xna.Framework.Color.White * invasionProgressAlpha, num * 0.9f, 1f, 0.4f, -1);
        }