private void UpdateLightDecay() { LightMap workingLightMap = this._workingLightMap; workingLightMap.LightDecayThroughAir = 0.91f; workingLightMap.LightDecayThroughSolid = 0.56f; workingLightMap.LightDecayThroughHoney = new Vector3(0.75f, 0.7f, 0.6f) * 0.91f; switch (Main.waterStyle) { case 0: case 1: case 7: case 8: workingLightMap.LightDecayThroughWater = new Vector3(0.88f, 0.96f, 1.015f) * 0.91f; break; case 2: workingLightMap.LightDecayThroughWater = new Vector3(0.94f, 0.85f, 1.01f) * 0.91f; break; case 3: workingLightMap.LightDecayThroughWater = new Vector3(0.84f, 0.95f, 1.015f) * 0.91f; break; case 4: workingLightMap.LightDecayThroughWater = new Vector3(0.9f, 0.86f, 1.01f) * 0.91f; break; case 5: workingLightMap.LightDecayThroughWater = new Vector3(0.84f, 0.99f, 1.01f) * 0.91f; break; case 6: workingLightMap.LightDecayThroughWater = new Vector3(0.83f, 0.93f, 0.98f) * 0.91f; break; case 9: workingLightMap.LightDecayThroughWater = new Vector3(1f, 0.88f, 0.84f) * 0.91f; break; case 10: workingLightMap.LightDecayThroughWater = new Vector3(0.83f, 1f, 1f) * 0.91f; break; case 12: workingLightMap.LightDecayThroughWater = new Vector3(0.95f, 0.98f, 0.85f) * 0.91f; break; } if (Main.player[Main.myPlayer].nightVision) { workingLightMap.LightDecayThroughAir *= 1.03f; workingLightMap.LightDecayThroughSolid *= 1.03f; } if (Main.player[Main.myPlayer].blind) { workingLightMap.LightDecayThroughAir *= 0.95f; workingLightMap.LightDecayThroughSolid *= 0.95f; } if (Main.player[Main.myPlayer].blackout) { workingLightMap.LightDecayThroughAir *= 0.85f; workingLightMap.LightDecayThroughSolid *= 0.85f; } if (!Main.player[Main.myPlayer].headcovered) { return; } workingLightMap.LightDecayThroughAir *= 0.85f; workingLightMap.LightDecayThroughSolid *= 0.85f; }