1977 {
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2079 bool[] array = new bool[5];
2080 float y = Position.Y;
2081 float y2 = Position.Y;
2085 int value5 = (int)(Position.X / 16
f) - 1;
2086 int value2 = (int)((Position.X + (
float)Width) / 16
f) + 2;
2087 int value3 = (int)(Position.Y / 16
f) - 1;
2088 int value4 = (int)((Position.Y + (
float)Height) / 16
f) + 2;
2089 int num19 = Utils.Clamp(
value5, 0, Main.maxTilesX - 1);
2093 Vector2
vector4 =
default(Vector2);
2095 {
2097 {
2098 if (Main.tile[i,
j] ==
null || !Main.tile[i,
j].active() || Main.tile[i,
j].inActive() || (!Main.tileSolid[Main.tile[i,
j].type] && (!Main.tileSolidTop[Main.tile[i,
j].type] || Main.tile[i,
j].frameY != 0)))
2099 {
2100 continue;
2101 }
2102 vector4.X = i * 16;
2105 if (Main.tile[i,
j].halfBrick())
2106 {
2109 }
2110 if (!(Position.X + (
float)Width >
vector4.X) || !(Position.X <
vector4.X + 16
f) || !(Position.Y + (float)Height >
vector4.Y) || !(Position.Y < vector4.Y + (float)
num11))
2111 {
2112 continue;
2113 }
2116 {
2117 if (Velocity.Y < 0
f)
2118 {
2120 }
2121 if (Position.Y + (
float)Height < (float)(
j * 16) || Position.Y + (float)Height - (1
f +
Math.Abs(Velocity.X)) > (
float)(
j * 16 + 16))
2122 {
2124 }
2125 if (((Main.tile[i,
j].slope() == 1 && Velocity.X >= 0
f) || (Main.tile[i,
j].slope() == 2 && Velocity.X <= 0
f)) && (Position.Y + (float)Height) / 16
f - 1
f == (float)
j)
2126 {
2128 }
2129 }
2131 {
2132 continue;
2133 }
2136 {
2138 }
2139 int num12 = Main.tile[i,
j].slope();
2140 vector4.X = i * 16;
2142 if (!(Position.X + (
float)Width >
vector4.X) || !(Position.X <
vector4.X + 16
f) || !(Position.Y + (float)Height >
vector4.Y) || !(Position.Y < vector4.Y + 16
f))
2143 {
2144 continue;
2145 }
2148 {
2150 {
2152 }
2154 {
2155 num13 = vector4.X + 16
f - (Position.X + (float)Width);
2156 }
2158 {
2160 {
2161 float num14 = vector4.Y + 16
f - Position.Y -
num13;
2163 {
2164 vector2.Y = Position.Y +
num14;
2167 {
2168 vector3.Y = 0.0101f;
2169 }
2170 array[
num12] =
true;
2171 }
2172 }
2173 }
2174 else if (Position.Y >
vector4.Y)
2175 {
2176 float num15 = vector4.Y + 16
f;
2178 {
2181 {
2182 vector3.Y = 0.0101f;
2183 }
2184 }
2185 }
2186 }
2188 {
2189 continue;
2190 }
2192 {
2194 }
2196 {
2197 num13 = vector4.X + 16
f - (Position.X + (float)Width);
2198 }
2200 {
2201 if (!(Position.Y + (
float)Height >=
vector4.Y +
num13))
2202 {
2203 continue;
2204 }
2205 float num16 = vector4.Y - (Position.Y + (float)Height) +
num13;
2206 if (!(Position.Y +
num16 < y))
2207 {
2208 continue;
2209 }
2211 {
2213 continue;
2214 }
2216 {
2218 }
2219 else
2220 {
2222 }
2223 vector2.Y = Position.Y +
num16;
2226 {
2228 }
2229 array[
num12] =
true;
2230 continue;
2231 }
2233 {
2235 {
2237 }
2238 continue;
2239 }
2240 float num17 = vector4.Y - (float)Height;
2242 {
2243 continue;
2244 }
2246 {
2248 continue;
2249 }
2251 {
2253 }
2254 else
2255 {
2257 }
2260 {
2262 }
2263 }
2264 }
2265 Vector2 velocity =
vector2 - Position;
2268 {
2270 vector2.Y = Position.Y +
vector5.Y;
2271 if (array[1])
2272 {
2273 vector2.X = Position.X -
num18;
2274 }
2275 if (array[2])
2276 {
2277 vector2.X = Position.X +
num18;
2278 }
2282 }
2283 else if (
vector5.Y < velocity.Y)
2284 {
2285 float num10 = vector5.Y - velocity.Y;
2286 vector2.Y = Position.Y +
vector5.Y;
2287 if (array[3])
2288 {
2289 vector2.X = Position.X -
num10;
2290 }
2291 if (array[4])
2292 {
2293 vector2.X = Position.X +
num10;
2294 }
2297 }
2299 }
static Vector2 TileCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1)