public override void PostDraw(SpriteBatch sb)
{
Color color21 = Lighting.GetColor((int)((double)projectile.position.X + (double)projectile.width * 0.5) / 16, (int)(((double)projectile.position.Y + (double)projectile.height * 0.5) / 16.0));
SpriteEffects effects = SpriteEffects.None;
int num98 = 0;
int num99 = 0;
float num100 = (float)(Main.projectileTexture[projectile.type].Width - projectile.width) * 0.5f + (float)projectile.width * 0.5f;
for(int num126 = 0; num126 < 10; num126++)
{
Color alpha4 = projectile.GetAlpha(color21);
float num127 = (float)(9 - num126) / 9f;
alpha4.R = (byte)((float)alpha4.R * num127);
alpha4.G = (byte)((float)alpha4.G * num127);
alpha4.B = (byte)((float)alpha4.B * num127);
alpha4.A = (byte)((float)alpha4.A * num127);
float num128 = (float)(9 - num126) / 9f;
Main.spriteBatch.Draw(Main.projectileTexture[projectile.type], new Vector2(projectile.oldPos[num126].X - Main.screenPosition.X + num100 + (float)num99, projectile.oldPos[num126].Y - Main.screenPosition.Y + (float)(projectile.height / 2) + projectile.gfxOffY), new Rectangle?(new Rectangle(0, 0, Main.projectileTexture[projectile.type].Width, Main.projectileTexture[projectile.type].Height)), alpha4, projectile.rotation, new Vector2(num100, (float)(projectile.height / 2 + num98)), num128 * projectile.scale, effects, 0f);
}
}