10688 {
10689
10690
10691
10692
10693
10694
10695
10696
10697
10698
10699
10700
10701
10702
10703
10704
10705
10706
10707
10708
10709
10710
10711
10712
10713
10714
10715
10716
10717
10718
10719
10720
10721
10722
10723
10724
10727 Vector2
vector =
default(Vector2);
10729 float amount =
Math.Abs(Main.WindForVisuals) / 1.2f;
10731 float num3 = -0.08f * amount;
10735 for (
int i =
startY; i < Main.maxTilesY - 10; i++)
10736 {
10737 Tile tile = Main.tile[x, i];
10738 if (tile == null)
10739 {
10740 continue;
10741 }
10742 ushort type = tile.type;
10744 {
10745 break;
10746 }
10749 {
10750 num3 += 0.0075f * amount;
10751 }
10753 {
10755 }
10756 if (Main.remixWorld)
10757 {
10759 {
10761 }
10762 }
10764 {
10766 }
10770 short tileFrameX = tile.frameX;
10771 short tileFrameY = tile.frameY;
10772 Color color = Lighting.GetColor(x, i);
10773 GetTileDrawData(x, i, tile, type,
ref tileFrameX,
ref tileFrameY,
out var tileWidth,
out var tileHeight,
out var tileTop,
out var halfBrickHeight,
out var addFrX,
out var addFrY,
out var tileSpriteEffect,
out var glowTexture,
out var glowSourceRect,
out var glowColor);
10774 Vector2 position =
new Vector2((
float)(-(
int)screenPosition.X), (
float)(-(
int)screenPosition.Y)) +
offSet +
vector;
10775 if (tile.fullbrightBlock())
10776 {
10777 color = Color.White;
10778 }
10781 {
10783 if (Main.IsTileBiomeSightable(x, i, type, tileFrameX, tileFrameY,
ref sightColor))
10784 {
10786 {
10788 }
10790 {
10792 }
10794 {
10796 }
10798 {
10800 int num7 = Dust.NewDust(
new Vector2((
float)(x * 16), (
float)(i * 16)), 16, 16, 267, 0
f, 0
f, 150,
newColor, 0.3f);
10804 obj.velocity *= 0.1f;
10806 }
10807 }
10808 }
10811 {
10812 break;
10813 }
10815 {
10816 Main.spriteBatch.Draw(
tileDrawTexture, position, (Rectangle?)
new Rectangle(tileFrameX + addFrX, tileFrameY + addFrY, tileWidth, tileHeight - halfBrickHeight), color,
num6,
new Vector2((
float)(tileWidth / 2), (
float)(halfBrickHeight - tileTop)), 1
f, tileSpriteEffect, 0
f);
10817 if (glowTexture != null)
10818 {
10819 Main.spriteBatch.Draw(glowTexture, position, (Rectangle?)glowSourceRect, glowColor,
num6,
new Vector2((
float)(tileWidth / 2), (
float)(halfBrickHeight - tileTop)), 1
f, tileSpriteEffect, 0
f);
10820 }
10821 }
10823 }
10824 }
bool noGravity
Indicates if a dust should be affected by gravity or not. Not all vanilla dust have logic checking th...
float fadeIn
Used by some dust AI to control logic pertaining to the dust fading in. The specific behavior depends...
float GetWindGridPush(int i, int j, int pushAnimationTimeTotal, float pushForcePerFrame)
Determines how much wind should affect a theoretical tile at the target location on the current updat...
static bool IsVisible(Tile tile)
Returns true if the tile is visible.
Texture2D GetTileDrawTexture(Tile tile, int tileX, int tileY)
void GetTileDrawData(int x, int y, Tile tileCache, ushort typeCache, ref short tileFrameX, ref short tileFrameY, out int tileWidth, out int tileHeight, out int tileTop, out int halfBrickHeight, out int addFrX, out int addFrY, out SpriteEffects tileSpriteEffect, out Texture2D glowTexture, out Rectangle glowSourceRect, out Color glowColor)
bool _isActiveAndNotPaused
float GetWindCycle(int x, int y, double windCounter)
Fetches the degree to which wind would/should affect a tile at the given location.
static bool[] VineThreads