Пример #1
0
        public override void Render(bool shadow)
        {
            if (!shadow)
            {
                var m = (Mob)Entity;

                if (m.HasPrefix)
                {
                    var p      = m.Prefix;
                    var pos    = Entity.Position + Offset;
                    var shader = Shaders.Entity;
                    Shaders.Begin(shader);

                    shader.Parameters["flash"].SetValue(1f);
                    shader.Parameters["flashReplace"].SetValue(1f);
                    shader.Parameters["flashColor"].SetValue(p.GetColor());

                    foreach (var d in MathUtils.Directions)
                    {
                        CallRender(pos + d, false);
                    }

                    Shaders.End();
                }
            }

            base.Render(shadow);
        }
Пример #2
0
        public override void Render(bool shadow)
        {
            var timer      = Entity.GetComponent <ExplodeComponent>();
            var origin     = new Vector2(Sprite.Center.X, shadow ? 0 : Sprite.Source.Height);
            var stopShader = false;
            var bomb       = (Bomb)Entity;

            if (!shadow && (timer.Timer <1f ? timer.Timer % 0.3f> 0.1f : timer.Timer % 0.5f > 0.4f))
            {
                var shader = Shaders.Entity;
                Shaders.Begin(shader);

                shader.Parameters["flash"].SetValue(1f);
                shader.Parameters["flashReplace"].SetValue(1f);
                shader.Parameters["flashColor"].SetValue(ColorUtils.White);

                stopShader = true;
            }

            Graphics.Render(Sprite, Entity.Position + new Vector2(origin.X, origin.Y + (shadow ? Sprite.Height : 0)),
                            0, origin, new Vector2(
                                (float)((Math.Cos(timer.Timer * 16) / 2f) + 1) * bomb.Scale * Math.Min(bomb.T * 4f, 1),
                                (float)((Math.Cos(timer.Timer * 16 + Math.PI) / 3f) + 1) * bomb.Scale
                                ),
                            Graphics.ParseEffect(false, shadow));

            if (stopShader)
            {
                Shaders.End();
            }
        }
Пример #3
0
        public override void Render(bool shadow)
        {
            var p     = (Projectile)Entity;
            var scale = new Vector2(p.Scale);
            var a     = Rotation;
            var b     = p.FlashTimer > 0;
            var spr   = b ? Flash : Sprite;
            var or    = spr.Center;

            if (shadow)
            {
                Graphics.Render(spr, Entity.Center + new Vector2(0, 6),
                                a, or, scale);

                return;
            }

            var d       = p.Dying || (p.IndicateDeath && p.NearingDeath);
            var started = false;

            if (!d)
            {
                // fixme: p.Effect.GetColor()
                Graphics.Color = p.Color;
            }
            else if (Light == null)
            {
                var shader = Shaders.Entity;
                Shaders.Begin(shader);

                shader.Parameters["flash"].SetValue(1f);
                shader.Parameters["flashReplace"].SetValue(1f);
                shader.Parameters["flashColor"].SetValue(ColorUtils.White);

                started = true;
            }

            Graphics.Render(spr, Entity.Center, a, or, scale);
            Graphics.Color = ColorUtils.WhiteColor;

            if (started)
            {
                Shaders.End();
            }

            if (!b && Light != null)
            {
                if (p.Scourged)
                {
                    Graphics.Color = ProjectileColor.Red;
                }

                Graphics.Render(Light, Entity.Center, a, or, scale);

                if (p.Scourged)
                {
                    Graphics.Color = ColorUtils.WhiteColor;
                }
            }
        }
Пример #4
0
        public override void Render(bool shadow)
        {
            if (shadow)
            {
                Graphics.Render(Sprite, Entity.Position + Origin + new Vector2(0, ShadowZ + Sprite.Height), Angle, Origin, Scale, Graphics.ParseEffect(Flipped, ShadowZ > 0 ? FlippedVerticaly : !FlippedVerticaly));
                return;
            }

            var stopShader = false;

            if (Entity.TryGetComponent <HealthComponent>(out var health) && health.RenderInvt)
            {
                var i = health.InvincibilityTimer;

                if (i > health.InvincibilityTimerMax / 2f || i % 0.1f > 0.05f)
                {
                    var shader = Shaders.Entity;
                    Shaders.Begin(shader);

                    shader.Parameters["flash"].SetValue(1f);
                    shader.Parameters["flashReplace"].SetValue(1f);
                    shader.Parameters["flashColor"].SetValue(ColorUtils.White);

                    stopShader = true;
                }
            }

            Graphics.Render(Sprite, Entity.Position + Origin, Angle, Origin, Scale);

            if (stopShader)
            {
                Shaders.End();
            }
        }
        public override void Render(bool shadow)
        {
            var origin = new Vector2(Sprite.Width / 2, Sprite.Height);
            var pos    = Entity.Position + origin + Offset;

            if (shadow)
            {
                Graphics.Render(Sprite, pos, 0, new Vector2(origin.X, 0), Scale, Graphics.ParseEffect(Flipped, !FlippedVerticaly));
                return;
            }

            if (Entity.TryGetComponent <ZComponent>(out var z))
            {
                pos -= new Vector2(0, z.Z);
            }

            if (Entity.TryGetComponent <InteractableComponent>(out var component) && component.OutlineAlpha > 0.05f)
            {
                var shader = Shaders.Entity;
                Shaders.Begin(shader);

                shader.Parameters["flash"].SetValue(component.OutlineAlpha);
                shader.Parameters["flashReplace"].SetValue(1f);
                shader.Parameters["flashColor"].SetValue(ColorUtils.White);

                foreach (var d in MathUtils.Directions)
                {
                    Graphics.Render(Sprite, pos + d, 0, origin, Scale);
                }

                Shaders.End();
            }

            var stopShader = false;

            if (Entity.TryGetComponent <HealthComponent>(out var health) && health.RenderInvt)
            {
                var i = health.InvincibilityTimer;

                if (i > health.InvincibilityTimerMax / 2f || i % 0.1f > 0.05f)
                {
                    var shader = Shaders.Entity;
                    Shaders.Begin(shader);

                    shader.Parameters["flash"].SetValue(1f);
                    shader.Parameters["flashReplace"].SetValue(1f);
                    shader.Parameters["flashColor"].SetValue(ColorUtils.White);

                    stopShader = true;
                }
            }

            Graphics.Render(Sprite, pos, 0, origin, Scale);

            if (stopShader)
            {
                Shaders.End();
            }
        }
Пример #6
0
        public override void Render()
        {
            var shader = Shaders.Entity;

            Shaders.Begin(shader);

            shader.Parameters["flash"].SetValue(1f);
            shader.Parameters["flashReplace"].SetValue(1f);
            shader.Parameters["flashColor"].SetValue(color);

            Graphics.Render(region, Center, 0, region.Center, scale);

            Shaders.End();
        }
Пример #7
0
        public override void Render(bool shadow)
        {
            var pos = (Centered ? Entity.Center : Entity.Position) + Offset;

            if (shadow)
            {
                FlippedVerticaly = !FlippedVerticaly;
                pos.Y           += Animation.GetCurrentTexture().Height - ShadowOffset * 2;
            }

            if (Entity.TryGetComponent <InteractableComponent>(out var component) && component.OutlineAlpha > 0.05f)
            {
                var shader = Shaders.Entity;
                Shaders.Begin(shader);

                shader.Parameters["flash"].SetValue(component.OutlineAlpha);
                shader.Parameters["flashReplace"].SetValue(1f);
                shader.Parameters["flashColor"].SetValue(ColorUtils.White);

                foreach (var d in MathUtils.Directions)
                {
                    CallRender(pos + d, shadow);
                }

                Shaders.End();
            }

            var stopShader = !shadow && StartShaders();

            Graphics.Color = Tint;
            CallRender(pos, shadow);
            Graphics.Color = ColorUtils.WhiteColor;

            if (stopShader)
            {
                Shaders.End();
            }

            if (shadow)
            {
                FlippedVerticaly = !FlippedVerticaly;
            }
        }
Пример #8
0
        public void Render(bool shadow, int offset)
        {
            if (!Disabled && Item != null && Item.Renderer != null)
            {
                if (!shadow)
                {
                    var sh = Shaders.Item;
                    Shaders.Begin(sh);
                    sh.Parameters["time"].SetValue(Engine.Time * 0.1f);
                    sh.Parameters["size"].SetValue(ItemGraphicsComponent.FlashSize);
                }

                Item.Renderer.Render(AtBack, Engine.Instance.State.Paused, Engine.Delta, shadow, offset);

                if (!shadow)
                {
                    Shaders.End();
                }
            }
        }
Пример #9
0
        public override void Render(bool shadow)
        {
            var pos = Entity.Position + Offset;

            if (shadow)
            {
                FlippedVerticaly = !FlippedVerticaly;
                pos.Y           += Animation.GetCurrentTexture().Height - ShadowOffset * 2 + 4;
                Graphics.Color.A = (byte)(Alpha * 255);
            }
            else
            {
                var shader = Shaders.Bk;
                var region = Animation.GetCurrentTexture();

                shader.Parameters["pos"].SetValue(new Vector2(region.Source.X / (float)region.Texture.Width,
                                                              region.Source.Y / (float)region.Texture.Height));
                shader.Parameters["size"].SetValue(new Vector2(region.Width / (float)region.Texture.Width,
                                                               region.Height / (float)region.Texture.Height));
                shader.Parameters["time"].SetValue(t);
                shader.Parameters["a"].SetValue(Alpha);

                Shaders.Begin(shader);
            }

            CallRender(pos, shadow);

            if (shadow)
            {
                Graphics.Color.A = 255;
                FlippedVerticaly = !FlippedVerticaly;
            }
            else
            {
                Shaders.End();
            }
        }
Пример #10
0
        public override void Render()
        {
            if (Hidden || !TryGetComponent <InteractableComponent>(out var component))
            {
                return;
            }

            var cursed        = item != null && item.Scourged;
            var interact      = component.OutlineAlpha > 0.05f;
            var renderOutline = interact || cursed;

            if (item == null && renderOutline)
            {
                var shader = Shaders.Entity;
                Shaders.Begin(shader);

                shader.Parameters["flash"].SetValue(component.OutlineAlpha);
                shader.Parameters["flashReplace"].SetValue(1f);
                shader.Parameters["flashColor"].SetValue(ColorUtils.White);

                foreach (var d in MathUtils.Directions)
                {
                    Graphics.Render(((SliceComponent)GraphicsComponent).Sprite, Position + d);
                }

                Shaders.End();
            }

            GraphicsComponent.Render(false);

            if (item == null)
            {
                return;
            }

            Graphics.Color = Level.ShadowColor;
            Graphics.Render(itemShadow, Position + shadowOffset);
            Graphics.Color = ColorUtils.WhiteColor;

            var t = item.Animation == null?item.GetComponent <ItemGraphicsComponent>().T : 0;

            var angle = (float)Math.Cos(t * 3f) * 0.4f;

            var region   = item.Region;
            var animated = item.Animation != null;
            var pos      = item.Center + new Vector2(0, (animated ? 0 : (float)(Math.Sin(t * 3f) * 0.5f + 0.5f) * -5.5f - 3) - 5.5f);

            if (renderOutline)
            {
                var shader = Shaders.Entity;
                Shaders.Begin(shader);

                shader.Parameters["flash"].SetValue(cursed ? 1f : component.OutlineAlpha);
                shader.Parameters["flashReplace"].SetValue(1f);
                shader.Parameters["flashColor"].SetValue(!cursed ? ColorUtils.White : ColorUtils.Mix(ItemGraphicsComponent.ScourgedColor, ColorUtils.White, component.OutlineAlpha));

                foreach (var d in MathUtils.Directions)
                {
                    Graphics.Render(region, pos + d, animated ? 0 : angle, region.Center);
                }

                Shaders.End();
            }

            if (animated)
            {
                Graphics.Render(region, pos, 0, region.Center);
            }
            else
            {
                if (item.Masked)
                {
                    Graphics.Color = ItemGraphicsComponent.MaskedColor;
                    Graphics.Render(region, pos, angle, region.Center);
                    Graphics.Color = ColorUtils.WhiteColor;
                }
                else
                {
                    var shader = Shaders.Item;

                    Shaders.Begin(shader);
                    shader.Parameters["time"].SetValue(t * 0.1f);
                    shader.Parameters["size"].SetValue(ItemGraphicsComponent.FlashSize);

                    Graphics.Render(region, pos, angle, region.Center);
                    Shaders.End();
                }
            }
        }
Пример #11
0
        public override void Render(bool shadow)
        {
            if (Entity.HasComponent <OwnerComponent>())
            {
                return;
            }

            var item     = (Item)Entity;
            var s        = item.Hidden ? Item.UnknownRegion : Sprite;
            var origin   = s.Center;
            var position = CalculatePosition(shadow);
            var angle    = (float)Math.Cos(T * 1.8f) * 0.4f;
            var cursed   = item.Scourged;

            if (!shadow)
            {
                var interact = Entity.TryGetComponent <InteractableComponent>(out var component) &&
                               component.OutlineAlpha > 0.05f;

                if (cursed || interact)
                {
                    var shader = Shaders.Entity;
                    Shaders.Begin(shader);

                    shader.Parameters["flash"].SetValue(cursed ? 1f : component.OutlineAlpha);
                    shader.Parameters["flashReplace"].SetValue(1f);
                    shader.Parameters["flashColor"].SetValue(!cursed ? ColorUtils.White : ColorUtils.Mix(ScourgedColor, ColorUtils.White, component.OutlineAlpha));

                    foreach (var d in MathUtils.Directions)
                    {
                        Graphics.Render(s, position + d, angle, origin);
                    }

                    Shaders.End();
                }
            }

            if (item.Masked)
            {
                Graphics.Color = MaskedColor;
                Graphics.Render(s, position, angle, origin);
                Graphics.Color = ColorUtils.WhiteColor;
            }
            else
            {
                if (!shadow && DebugWindow.ItemShader && !Settings.LowQuality)
                {
                    var shader = Shaders.Item;

                    Shaders.Begin(shader);
                    shader.Parameters["time"].SetValue(T * 0.1f);
                    shader.Parameters["size"].SetValue(FlashSize);
                }

                Graphics.Render(s, position, angle, origin);

                if (!shadow && DebugWindow.ItemShader && !Settings.LowQuality)
                {
                    Shaders.End();
                }
            }
        }
Пример #12
0
        private void RealRender(bool shadow = false)
        {
            if (shadow)
            {
                Graphics.Render(bottom, Position + new Vector2(0, 34), 0, Vector2.Zero, MathUtils.InvertY);

                if (broken)
                {
                    return;
                }

                Graphics.Render(top, Position + new Vector2(9, 28), (float)Math.Cos(t) * -0.1f, new Vector2(9, 14),
                                new Vector2((float)Math.Cos(t * 2f) * 0.05f + 1f, (float)Math.Sin(t * 2f) * -0.05f - 1f));

                return;
            }

            /*var c = GetComponent<InteractableComponent>();
             *
             * if (c.OutlineAlpha > 0.05f) {
             *      var shader = Shaders.Entity;
             *      Shaders.Begin(shader);
             *
             *      shader.Parameters["flash"].SetValue(c.OutlineAlpha);
             *      shader.Parameters["flashReplace"].SetValue(1f);
             *      shader.Parameters["flashColor"].SetValue(ColorUtils.White);
             *
             *      foreach (var d in MathUtils.Directions) {
             *              Graphics.Render(bottom, Position + new Vector2(0, 12) + d);
             *
             *              if (!broken) {
             *                      Graphics.Render(top, Position + new Vector2(9, 14) + d, (float) Math.Cos(t) * 0.1f, new Vector2(9, 14),
             *                              new Vector2((float) Math.Cos(t * 2f) * 0.05f + 1f, (float) Math.Sin(t * 2f) * 0.05f + 1f));
             *              }
             *      }
             *
             *      Shaders.End();
             * }*/

            var stopShader = false;
            var h          = GetComponent <HealthComponent>();

            if (h.RenderInvt)
            {
                var i = h.InvincibilityTimer;

                if (i > h.InvincibilityTimerMax / 2f || i % 0.1f > 0.05f)
                {
                    var shader = Shaders.Entity;
                    Shaders.Begin(shader);

                    shader.Parameters["flash"].SetValue(1f);
                    shader.Parameters["flashReplace"].SetValue(1f);
                    shader.Parameters["flashColor"].SetValue(ColorUtils.White);

                    stopShader = true;
                }
            }

            Graphics.Render(bottom, Position + new Vector2(0, 12));

            if (disk > 0)
            {
                Graphics.Render(tdisk, Position + new Vector2(2, 13));
            }

            if (!broken)
            {
                Graphics.Render(top, Position + new Vector2(9, 14), (float)Math.Cos(t) * 0.1f, new Vector2(9, 14),
                                new Vector2((float)Math.Cos(t * 2f) * 0.05f + 1f, (float)Math.Sin(t * 2f) * 0.05f + 1f));
            }

            if (stopShader)
            {
                Shaders.End();
            }
        }
Пример #13
0
        public override void Render(bool atBack, bool paused, float dt, bool shadow, int offset)
        {
            if (Hidden)
            {
                return;
            }

            var region = Item.Region;
            var owner  = Item.Owner;

            if (!atBack && !paused && !shadow)
            {
                var to = owner.GetComponent <AimComponent>().Aim;

                /*var dx = Nozzle.X - Origin.X;
                 * var dy = Nozzle.Y - Origin.Y;
                 *
                 * var a = MathUtils.Angle(dx, dy) + lastAngle;
                 * var d = MathUtils.Distance(dx, dy);
                 *
                 * to -= MathUtils.CreateVector(a, d);*/
                lastAngle = MathUtils.LerpAngle(lastAngle, owner.AngleTo(to) + Math.PI * 0.5f, dt * 24f);
            }

            var angle = atBack ? (float)Math.PI * (owner.GraphicsComponent.Flipped ? 0.25f : -0.25f) : (float)lastAngle;

            if (horizontal)
            {
                angle -= (float)Math.PI * 0.5f;
            }

            var pos = new Vector2(
                owner.CenterX + (owner.GraphicsComponent.Flipped ? -5 : 5) + (horizontal ? 0 : (region.Width / 2f) * (owner.GraphicsComponent.Flipped ? -1 : 1)),
                owner.CenterY + offset + (shadow ? owner.Height : 0)
                );

            var or     = Origin + new Vector2(0, currentMove);
            var fangle = shadow ? -angle : angle;
            var sc     = new Vector2(scale.X, shadow ? -scale.Y : scale.Y);

            if (!shadow && !atBack)
            {
                var dx = Nozzle.X - or.X;
                var dy = Nozzle.Y - or.Y;
                var a  = MathUtils.Angle(dx, dy) + angle;
                var d  = MathUtils.Distance(dx, dy);

                var aim = owner.GetComponent <AimComponent>();
                aim.Center = pos + MathUtils.CreateVector(a, d);

                d           = (aim.Aim - pos).Length();
                aim.RealAim = aim.Center + MathUtils.CreateVector(angle - (horizontal ? 0 : Math.PI / 2), d);
            }

            if (Item.Scourged)
            {
                var shader = Shaders.Entity;
                Shaders.Begin(shader);

                shader.Parameters["flash"].SetValue(1f);
                shader.Parameters["flashReplace"].SetValue(1f);
                shader.Parameters["flashColor"].SetValue(ItemGraphicsComponent.ScourgedColor);

                foreach (var d in MathUtils.Directions)
                {
                    Graphics.Render(region, pos + d, fangle, or, sc);
                }

                Shaders.End();
            }

            Graphics.Render(region, pos, fangle, or, sc);
        }
        public override void Render(bool shadow)
        {
            if (Hidden)
            {
                return;
            }

            var o = (shadow ? -1 : 1) * (offsets[Math.Min(offsets.Length - 1, Animation.Frame + Animation.StartFrame)] - 11);
            var s = GetComponent <StateComponent>().StateInstance;
            var w = !(s is Player.RollState || s is Player.SleepingState);
            var z = GetComponent <ZComponent>();

            // Render wings
            if (((Player)Entity).HasFlight)
            {
                var a = (float)(Math.Sin(Engine.Time * 5f) * 0.5f) * (shadow ? -1 : 1);

                if (!shadow)
                {
                    z.Z = -a * 3 + 4;
                }

                a -= (float)Math.PI / 4 * (shadow ? -1 : 1);
                var wy = shadow ? Entity.Height : 0;

                wy += GetComponent <ZComponent>().Z *(shadow ? 1 : -1);

                Graphics.Render(wing, Entity.Center + new Vector2(-1, wy), a, new Vector2(8),
                                shadow ? MathUtils.InvertY : Vector2.One);

                Graphics.Render(wing, Entity.Center + new Vector2(1, wy), -a, new Vector2(8),
                                shadow ? MathUtils.InvertXY : MathUtils.InvertX);
            }

            var g = shadow ? 0 : (int)z.Z;

            if (w)
            {
                GetComponent <WeaponComponent>().Render(shadow, o - g);
            }

            if (!shadow && InGameState.Multiplayer)
            {
                var pos    = Entity.Position + Offset;
                var shader = Shaders.Entity;
                Shaders.Begin(shader);

                shader.Parameters["flash"].SetValue(1f);
                shader.Parameters["flashReplace"].SetValue(1f);
                shader.Parameters["flashColor"].SetValue(Player.VectorTints[Entity.GetComponent <InputComponent>().Index]);

                foreach (var d in MathUtils.Directions)
                {
                    CallRender(pos + d, false);
                }

                Shaders.End();
            }

            var stopShader = StartShaders();

            SimpleRender(shadow);

            if (stopShader)
            {
                Shaders.End();
            }

            if (!shadow)
            {
                var aim = GetComponent <AimComponent>();

                if (aim.ShowLaserLine)
                {
                    var from    = aim.Center;
                    var to      = aim.RealAim;
                    var min     = 1f;
                    var closest = MathUtils.CreateVector(MathUtils.Angle(to.X - from.X, to.Y - from.Y), Display.UiWidth) + from;

                    Physics.World.RayCast((fixture, point, normal, fraction) => {
                        if (min > fraction && fixture.Body.UserData is BodyComponent b && RayShouldCollide(b.Entity))
                        {
                            min     = fraction;
                            closest = point;
                        }

                        return(min);
                    }, from, to);

                    Graphics.Batch.FillRectangle((int)closest.X - 1, (int)closest.Y - 1, 3, 3, AimLineColor);
                    Graphics.Batch.DrawLine(from, new Vector2((int)closest.X, (int)closest.Y), AimLineColor, 1);
                }
            }

            if (w)
            {
                GetComponent <ActiveWeaponComponent>().Render(shadow, o - g);
            }
        }
Пример #15
0
        public override void Render(bool atBack, bool paused, float dt, bool shadow, int offset)
        {
            if (Hidden)
            {
                return;
            }

            var s = dt * 10f;

            sx += (1 - sx) * s;
            sy += (1 - sy) * s;
            ox += (-ox) * s;
            oy += (-oy) * s;

            var region = Item.Region;
            var owner  = Item.Owner;

            var of      = owner.GraphicsComponent.Flipped;
            var flipped = false;

            var angle = MathUtils.Mod((of ? -Angle : Angle) + (atBack ? ((InvertBack ? -1 : 1) * (of ? -Math.PI / 4 : Math.PI / 4)) : lastAngle), Math.PI * 2);
            var vf    = angle > Math.PI * 0.5f && angle < Math.PI * 1.5f;

            if (!atBack && !paused && !shadow)
            {
                var to = owner.GetComponent <AimComponent>().Aim;

                /*var dx = Nozzle.X - Origin.X;
                 * var dy = Nozzle.Y - Origin.Y;
                 *
                 * if (vf) {
                 *      dy *= -1;
                 * }
                 *
                 * var a = MathUtils.Angle(dx, dy) + lastAngle - AddedAngle - SwingAngle;
                 * var d = MathUtils.Distance(dx, dy);
                 * to -= MathUtils.CreateVector(a, d);
                 *
                 * owner.GetComponent<AimComponent>().Aim = to;*/
                lastAngle = MathUtils.LerpAngle(lastAngle, owner.AngleTo(to), dt * 24f);
            }

            if (atBack)
            {
                flipped = !flipped;
            }
            else
            {
                angle += (SwingAngle + AddedAngle) * (of ? -1 : 1);
            }

            var pos    = new Vector2(owner.CenterX + (of ? -5 : 5), owner.CenterY + offset + (shadow ? owner.Height : 0));
            var or     = Origin + new Vector2(ox, oy);
            var sc     = new Vector2(flipped ? -sx : sx, (shadow ^ vf) ? -sy : sy);
            var fangle = (float)angle * (shadow ? -1 : 1);

            if (!shadow && !atBack)
            {
                var dx = Nozzle.X - or.X;
                var dy = Nozzle.Y - or.Y;

                if (vf)
                {
                    dy *= -1;
                }

                var a = MathUtils.Angle(dx, dy) + angle;
                var d = MathUtils.Distance(dx, dy);

                var aim = owner.GetComponent <AimComponent>();

                aim.Center = pos + MathUtils.CreateVector(a, d);

                d           = (aim.Aim - pos).Length();
                aim.RealAim = aim.Center + MathUtils.CreateVector(angle - AddedAngle - SwingAngle, d);
            }

            if (Item.Scourged)
            {
                var shader = Shaders.Entity;
                Shaders.Begin(shader);

                shader.Parameters["flash"].SetValue(1f);
                shader.Parameters["flashReplace"].SetValue(1f);
                shader.Parameters["flashColor"].SetValue(ItemGraphicsComponent.ScourgedColor);

                foreach (var d in MathUtils.Directions)
                {
                    Graphics.Render(region, pos + d, fangle, or, sc);
                }

                Shaders.End();
            }

            Graphics.Render(region, pos, fangle, or, sc);
        }