private Vector2 ClampToDeadZone(Player mountedPlayer, Vector2 position)
{
int num1;
int num2;
switch (this._type)
{
case 8:
num1 = (int)Mount.drillTextureSize.Y;
num2 = (int)Mount.drillTextureSize.X;
break;
case 9:
num1 = (int)Mount.scutlixTextureSize.Y;
num2 = (int)Mount.scutlixTextureSize.X;
break;
default:
return position;
}
Vector2 center = mountedPlayer.Center;
position -= center;
if ((double)position.X > (double)-num2 && (double)position.X < (double)num2 && ((double)position.Y > (double)-num1 && (double)position.Y < (double)num1))
{
float num3 = (float)num2 / Math.Abs(position.X);
float num4 = (float)num1 / Math.Abs(position.Y);
if ((double)num3 > (double)num4)
position *= num4;
else
position *= num3;
}
return position + center;
}