private void Display_RenderedWorld(object sender, RenderedWorldEventArgs e) { if (!Context.IsWorldReady) { return; } if (Game1.currentLocation.IsOutdoors) { Conditions.DrawWeathers(); } if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (Game1.currentLocation is Summit) && !SummitRebornLoaded && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / Game1.tileSize), (float)(Game1.viewport.Y / Game1.tileSize))))) { for (int index = 0; index < Game1.rainDrops.Length; ++index) { Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White); } if (WeatherOpt.ShowSummitClouds) { int num2 = -61 * GetPixelZoom(); while (num2 < Game1.viewport.Width + 61 * GetPixelZoom()) { Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)num2 + this.weatherX % (float)(61 * GetPixelZoom()), (float)(-Game1.tileSize / 2)), new Rectangle?(new Rectangle(643, 1142, 61, 53)), Color.DarkSlateGray * 1f, 0.0f, Vector2.Zero, (float)GetPixelZoom(), SpriteEffects.None, 1f); num2 += 61 * GetPixelZoom(); } } } }
/// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen. The vanilla HUD may be hidden at this point (e.g. because a menu is open).</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnRenderingHud(object sender, RenderingHudEventArgs e) { if (!Context.IsWorldReady) { return; } if (Game1.currentLocation.IsOutdoors) { Conditions.DrawWeathers(); } }