185 {
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
224 {
228 return false;
229 }
235 Vector2
zero = Vector2.Zero;
237 {
238 case 15:
239 case 497:
240 {
241 bool num7 = tileSafely.type == 15 && (tileSafely.frameY / 40 == 1 || tileSafely.frameY / 40 == 20);
242 bool value = tileSafely.type == 15 && tileSafely.frameY / 40 == 27;
243 seatDownOffset.Y = value.ToInt() * 4;
245 {
247 }
250 {
252 }
254 {
255 extraInfo.IsAToilet = true;
256 }
257 break;
258 }
259 case 102:
260 {
261 int num5 = tileSafely.frameX / 18;
263 {
265 }
267 {
269 }
270 int num6 = tileSafely.frameY / 18;
272 {
274 }
276 {
278 }
280 {
282 }
285 break;
286 }
287 case 487:
288 {
289 int num4 = tileSafely.frameX % 72 / 18;
291 {
293 }
295 {
297 }
299 {
301 }
304 seatDownOffset.Y -= 1
f;
305 break;
306 }
307 case 89:
308 {
311 Vector2
vector =
default(Vector2);
313 Vector2
vector2 =
default(Vector2);
315 Vector2
vector3 =
default(Vector2);
317 Vector2
zero2 = Vector2.Zero;
321 {
322 case 0:
323 vector3.Y = (vector.Y = (vector2.Y = 1
f));
324 break;
325 case 1:
327 break;
328 case 2:
329 case 14:
330 case 15:
331 case 17:
332 case 20:
333 case 21:
334 case 22:
335 case 23:
336 case 25:
337 case 26:
338 case 27:
339 case 28:
340 case 35:
341 case 37:
342 case 38:
343 case 39:
344 case 40:
345 case 41:
346 case 42:
347 vector3.Y = (vector.Y = (vector2.Y = 1
f));
348 break;
349 case 3:
350 case 4:
351 case 5:
352 case 7:
353 case 8:
354 case 9:
355 case 10:
356 case 11:
357 case 12:
358 case 13:
359 case 16:
360 case 18:
361 case 19:
362 case 36:
363 vector3.Y = (vector.Y = (vector2.Y = 0
f));
364 break;
365 case 6:
366 vector3.Y = (vector.Y = (vector2.Y = -1
f));
367 break;
368 case 24:
374 break;
375 }
377 {
379 }
381 {
383 }
385 {
387 }
388 else
389 {
391 }
393 break;
394 }
395 }
398 num =
info.AnchorTilePosition.X;
408 return true;
409 }
static bool[] CanBeSatOnForPlayers
static void ModifySittingTargetInfo(int i, int j, int type, ref TileRestingInfo info)
This serves as the central class from which tile-related functions are supported and carried out.
Holds data required for offsetting an entity when it rests on a tile (sitting/sleeping).