if (this.head == 171 && this.body == 177 && this.legs == 112)
{
this.setSolar = true;
this.setBonus = Lang.setBonus(43, false);
this.solarCounter++;
int num11 = 240;
if (this.solarCounter >= num11)
{
if (this.solarShields > 0 && this.solarShields < 3)
{
for (int num12 = 0; num12 < 22; num12++)
{
if (this.buffType[num12] >= 170 && this.buffType[num12] <= 171)
{
this.DelBuff(num12);
}
}
}
if (this.solarShields < 3)
{
this.AddBuff(170 + this.solarShields, 5, false);
for (int num13 = 0; num13 < 16; num13++)
{
Dust dust = Main.dust[Dust.NewDust(this.position, this.width, this.height, 6, 0f, 0f, 100, default(Color), 1f)];
dust.noGravity = true;
dust.scale = 1.7f;
dust.fadeIn = 0.5f;
dust.velocity *= 5f;
dust.shader = GameShaders.Armor.GetSecondaryShader(this.ArmorSetDye(), this);
}
this.solarCounter = 0;
}
else
{
this.solarCounter = num11;
}
}
for (int num14 = this.solarShields; num14 < 3; num14++)
{
this.solarShieldPos[num14] = Vector2.Zero;
}
for (int num15 = 0; num15 < this.solarShields; num15++)
{
this.solarShieldPos[num15] += this.solarShieldVel[num15];
Vector2 value = ((float)this.miscCounter / 100f * 6.28318548f + (float)num15 * (6.28318548f / (float)this.solarShields)).ToRotationVector2() * 6f;
value.X = (float)(this.direction * 20);
this.solarShieldVel[num15] = (value - this.solarShieldPos[num15]) * 0.2f;
}
if (this.dashDelay >= 0)
{
this.solarDashing = false;
this.solarDashConsumedFlare = false;
}
bool flag = this.solarDashing && this.dashDelay < 0;
if (this.solarShields > 0 || flag)
{
this.dash = 3;
}
}
else
{
this.solarCounter = 0;
}