60507 {
60508
60509 if (tileCache.frameX >= 22 && tileCache.frameY >= 198)
60510 {
60511 if (Main.netMode != 1)
60512 {
60514 {
60516 for (
k =
j; Main.tile[i,
k] !=
null && (!Main.tile[i,
k].active() || !Main.tileSolid[Main.tile[i,
k].type] || Main.tileSolidTop[Main.tile[i,
k].type]);
k++)
60517 {
60518 }
60519 if (Main.tile[i,
k] !=
null)
60520 {
60521 Tile tile = Main.tile[i,
k];
60523 if (tile.type == 2 || tile.type == 109 || tile.type == 477 || tile.type == 492 || tile.type == 147 || tile.type == 199 || tile.type == 23 || tile.type == 633)
60524 {
60526 }
60528 {
60531 }
60532 else
60533 {
60535 }
60536 }
60537 }
60538 else
60539 {
60541 }
60542 }
60543 }
60544 else
60545 {
60547 }
60549 {
60550 return;
60551 }
60553 if (Main.tile[x, y].active())
60554 {
60555 switch (Main.tile[x, y].type)
60556 {
60557 case 633:
60559 break;
60560 case 23:
60561 case 661:
60563 break;
60564 case 199:
60565 case 662:
60567 break;
60568 case 60:
60570 break;
60571 case 109:
60572 case 492:
60574 break;
60575 case 70:
60577 {
60579 }
60580 else
60581 {
60583 }
60584 break;
60585 case 147:
60587 break;
60588 }
60590 }
60591 int num =
Player.FindClosest(
new Vector2((
float)(x * 16), (
float)(y * 16)), 16, 16);
60592 int axe = Main.player[
num].inventory[Main.player[
num].selectedItem].axe;
60593 if (
genRand.Next(100) < axe || Main.rand.Next(3) == 0)
60594 {
60596 }
60597 }
static void DropTreeWood(int type, ref int wood)
static bool CanDropAcorn(int type)
This serves as the central class from which tile-related functions are supported and carried out.
static UnifiedRandom genRand
static void GetTreeBottom(int i, int j, out int x, out int y)