3121 {
3122
3123
3124
3126 {
3127 return false;
3128 }
3130 {
3131 return false;
3132 }
3134 Rectangle
rectangle =
default(Rectangle);
3136 Rectangle value = default(Rectangle);
3137 for (
int k = 0;
k < 255;
k++)
3138 {
3140 {
3141 ((Rectangle)(
ref value)).
_002Ector((
int)(Main.player[
k].position.X + (float)(Main.player[
k].width / 2) - (float)(
NPC.sWidth / 2) - (float)
NPC.safeRangeX), (int)(Main.player[
k].position.Y + (
float)(Main.player[
k].height / 2) - (
float)(NPC.sHeight / 2) - (
float)
NPC.safeRangeY),
NPC.sWidth +
NPC.safeRangeX * 2,
NPC.sHeight +
NPC.safeRangeY * 2);
3143 {
3144 return false;
3145 }
3146 }
3147 }
3148 Rectangle
value2 =
default(Rectangle);
3149 for (
int l = 0;
l < 200;
l++)
3150 {
3151 if (Main.npc[
l].active)
3152 {
3153 ((Rectangle)(
ref value2)).
_002Ector((
int)Main.npc[
l].position.X, (int)Main.npc[
l].position.Y, Main.npc[
l].width, Main.npc[
l].height);
3155 {
3156 return false;
3157 }
3158 }
3159 }
3162 {
3164 {
3165 tile = Main.tile[
m,
n];
3166 if (!tile.active())
3167 {
3168 continue;
3169 }
3171 tile = Main.tile[
m,
n];
3173 {
3174 bool[] tileDungeon = Main.tileDungeon;
3175 tile = Main.tile[
m,
n];
3176 if (!tileDungeon[tile.type])
3177 {
3178 tile = Main.tile[
m,
n];
3181 tile = Main.tile[
m,
n];
3183 {
3184 return false;
3185 }
3186 continue;
3187 }
3188 }
3189 return false;
3190 }
3191 }
3195 {
3197 {
3198 if (
num12 <=
j + Main.rand.Next(-2, 3) - 5)
3199 {
3200 continue;
3201 }
3205 {
3206 bool[] tileSolid = Main.tileSolid;
3208 if (!tileSolid[tile.type])
3209 {
3211 tile.active(active:
false);
3212 }
3214 tile.type = 37;
3215 }
3216 }
3217 }
3220 {
3222 {
3223 if (
num15 >
j + Main.rand.Next(-2, 3) - 4)
3224 {
3228 {
3230 tile.active(active:
false);
3231 }
3232 }
3233 }
3234 }
3237 {
3239 {
3243 {
3247 {
3249 }
3251 tile.liquid = 0;
3252 }
3254 if (tile.type != 37)
3255 {
3256 continue;
3257 }
3259 {
3261 tile.active(active:
false);
3262 continue;
3263 }
3265 if (!tile.halfBrick())
3266 {
3268 if (!tile.topSlope())
3269 {
3270 continue;
3271 }
3272 }
3274 {
3276 tile.active(active:
false);
3277 }
3278 }
3279 }
3282 {
3284 {
3286 {
3287 continue;
3288 }
3290 if (!tile.active() || Main.rand.Next(10) != 0)
3291 {
3292 continue;
3293 }
3297 {
3301 {
3303 }
3305 tile.type = 37;
3307 }
3308 }
3309 }
3312 {
3314 {
3316 {
3317 continue;
3318 }
3320 if (!tile.active() || Main.rand.Next(20) != 0)
3321 {
3322 continue;
3323 }
3327 {
3331 {
3333 }
3335 tile.type = 37;
3337 }
3338 }
3339 }
3341 if (Main.netMode == 0)
3342 {
3343 Main.NewText(Lang.gen[59].Value, 50, byte.MaxValue, 130);
3344 }
3345 else if (Main.netMode == 2)
3346 {
3348 }
3349 if (Main.netMode != 1)
3350 {
3351 NetMessage.SendTileSquare(-1, i,
j, 40);
3352 }
3353 return true;
3354 }
static void BroadcastChatMessage(NetworkText text, Color color, int excludedPlayer=-1)
static bool[] GetsDestroyedForMeteors
static bool[] AvoidedByMeteorLanding
Whether or not this tile prevents a meteor from landing near it.
static NetworkText FromKey(string key, params object[] substitutions)
Creates a NetworkText object from a localization key and optional substitutions. The receiving client...
Represents text that will be sent over the network in multiplayer and displayed to the receiving user...
static void KillTile(int i, int j, bool fail=false, bool effectOnly=false, bool noItem=false)
static UnifiedRandom genRand
static void SquareWallFrame(int i, int j, bool resetFrame=true)
static void SquareTileFrame(int i, int j, bool resetFrame=true)