internal static void HoldoutOffset(float gravDir, int type, ref Vector2 offset) { ModItem modItem = GetItem(type); if (modItem != null) { Vector2?modOffset = modItem.HoldoutOffset(); if (modOffset.HasValue) { offset.X = modOffset.Value.X; offset.Y += gravDir * modOffset.Value.Y; } } foreach (GlobalItem globalItem in globalItems) { Vector2?modOffset = globalItem.HoldoutOffset(type); if (modOffset.HasValue) { offset.X = modOffset.Value.X; offset.Y = Main.itemTexture[type].Height / 2f + gravDir * modOffset.Value.Y; } } }