39808 {
39811 {
39813 {
39815 }
39816 }
39818 {
39820 {
39822 }
39823 }
39825 {
39827 {
39829 {
39831 }
39833 {
39835 }
39836 }
39837 }
39839 {
39841 }
39843 {
39846 if (Main.tile[
num,
num2].nactive() && Main.tileSolid[Main.tile[
num,
num2].type] && !Main.tileSolidTop[Main.tile[
num,
num2].type])
39847 {
39849 }
39850 }
39852 {
39855 if (Main.tile[
num3,
num4].nactive() && Main.tileSolid[Main.tile[
num3,
num4].type] && !Main.tileSolidTop[Main.tile[
num3,
num4].type])
39856 {
39858 }
39859 }
39861 {
39863 {
39865 }
39866 }
39868 {
39870 {
39872 }
39873 else
39874 {
39876 {
39878 {
39880 {
39882 if (Main.netMode == 1)
39883 {
39885 }
39886 }
39887 }
39889 {
39891 {
39893 if (Main.netMode == 1)
39894 {
39896 }
39897 }
39898 }
39900 {
39902 if (Main.netMode == 1)
39903 {
39905 }
39906 }
39907 }
39910 {
39912 }
39920 {
39922 }
39924 {
39926 }
39928 {
39930 }
39932 {
39934 }
39936 {
39938 }
39940 {
39942 }
39944 {
39946 }
39948 {
39950 }
39952 {
39954 }
39956 {
39958 }
39959 }
39960 }
39962 {
39964 {
39966 }
39967 }
39969 {
39971 {
39973 }
39974 }
39976 {
39978 {
39980 }
39981 }
39983 {
39985 }
39987 {
39989 {
39991 }
39992 }
39994 {
39996 {
39998 {
39999 Tile tile = Main.tile[i,
j];
40000 if (tile.active() || tile.wall > 0)
40001 {
40003 break;
40004 }
40005 }
40006 }
40007 }
40008 else
40009 {
40015 {
40017 }
40019 {
40021 }
40022 }
40024 {
40028 {
40031 {
40033 }
40034 }
40035 else if (Main.tile[
num8,
num9].type == 83)
40036 {
40037 bool flag2 =
false;
40039 if (
num10 == 0 && Main.dayTime)
40040 {
40042 }
40043 if (
num10 == 1 && !Main.dayTime)
40044 {
40046 }
40047 if (
num10 == 3 && !Main.dayTime && (Main.bloodMoon || Main.moonPhase == 0))
40048 {
40050 }
40051 if (
num10 == 4 && (Main.raining || Main.cloudAlpha > 0
f))
40052 {
40054 }
40055 if (
num10 == 5 && !Main.raining && Main.dayTime && Main.time > 40500.0)
40056 {
40058 }
40060 {
40063 }
40064 }
40065 }
40067 {
40069 }
40071 {
40073 {
40079 {
40082 {
40084 }
40085 }
40086 else
40087 {
40089 }
40090 }
40091 else
40092 {
40094 }
40095 }
40097 {
40099 {
40101 {
40102 if (Main.tile[
k,
l].active())
40103 {
40105 break;
40106 }
40107 }
40108 }
40109 }
40111 {
40114 {
40117 {
40119 }
40120 }
40121 }
40123 }
static bool[] CanPlaceNextToNonSolidTile
Allows tiles to be placed next to any tile or wall. (Tiles normally need a F:Terraria....
static bool[] BreakableWhenPlacing
static bool[] Torch
Whether or not this tile behaves like a torch. If you are making a torch tile, then setting this to t...
int createTile
The ID of the tile this item places on use. Either a T:Terraria.ID.TileID entry or M:Terraria....
int placeStyle
The style of the tile being placed. Used for tiles that have a different look depending on the item u...
int type
The Item ID of this item. The Item ID is a unique number assigned to each Item loaded into the game....
Item[] inventory
The player's normal inventory. Indexes 0-9 hold the hotbar items, 10-49 the rest of the main inventor...