80338 {
80340 int[] array = new int[4];
80341 for (int i = 0; i < 4; i++)
80342 {
80343 array[i] = list[Main.rand.Next(list.Count)];
80344 list.Remove(array[i]);
80345 }
80346 int num = Main.maxTilesX / 5;
80347 int num2 = (int)Main.worldSurface;
80348 for (
int j = 0;
j < 4;
j++)
80349 {
80352 for (
int k = 0;
k < 30;
k++)
80353 {
80354 int num4 = Main.rand.Next(-100, 101);
80355 if (Main.remixWorld && Main.getGoodWorld)
80356 {
80357 int num5 = Main.rand.Next((
int)Main.worldSurface, Main.maxTilesY - 350);
80359 {
80361 if (Main.netMode == 2 &&
num6 < 200)
80362 {
80363 NetMessage.SendData(23, -1, -1,
null,
num6);
80364 }
80366 break;
80367 }
80368 continue;
80369 }
80371 {
80373 {
80375 if (Main.netMode == 2 &&
num8 < 200)
80376 {
80377 NetMessage.SendData(23, -1, -1,
null,
num8);
80378 }
80380 break;
80381 }
80382 }
80384 {
80385 break;
80386 }
80387 }
80389 {
80391 }
80392 }
80393 NPC.TowerActiveVortex = (NPC.TowerActiveNebula = (NPC.TowerActiveSolar = (NPC.TowerActiveStardust = true)));
80394 NPC.LunarApocalypseIsUp = true;
80395 NPC.ShieldStrengthTowerSolar = (NPC.ShieldStrengthTowerVortex = (NPC.ShieldStrengthTowerNebula = (NPC.ShieldStrengthTowerStardust =
NPC.ShieldStrengthTowerMax)));
80396 NetMessage.SendData(101);
80398 }
Inconsistently used by vanilla when spawning more exotic things like the lunatic pillars,...
static void MessageLunarApocalypse()
static bool PlayerLOS(int x, int y)