69727 {
69728
69729
69735 if (velocity.Y < 0.0)
69736 {
69738 }
69740 {
69741 num += (double)
genRand.Next(-50, 51) * 0.02;
69743 {
69745 }
69747 {
69749 }
69750 for (
int i = (
int)(position.X -
num / 2.0); (double)i < position.X +
num / 2.0; i++)
69751 {
69752 for (
int j = (
int)(position.Y -
num / 2.0); (double)
j < position.Y +
num / 2.0;
j++)
69753 {
69754 double num5 =
Math.Abs((
double)i - position.X);
69755 double num3 =
Math.Abs((
double)
j - position.Y);
69758 {
69759 Main.tile[i,
j].active(active:
false);
69760 Main.tile[i,
j].wall = 83;
69761 }
69762 else if (
num4 <
num * 0.5 && Main.tile[i,
j].wall != 83)
69763 {
69764 Main.tile[i,
j].active(active:
true);
69765 Main.tile[i,
j].type = 203;
69767 {
69768 Main.tile[i,
j].wall = 83;
69769 }
69770 }
69771 }
69772 }
69773 velocity.X += (double)
genRand.Next(-50, 51) * 0.05;
69774 velocity.Y += (double)
genRand.Next(-50, 51) * 0.05;
69775 if (velocity.Y <
vector2D.Y - 0.75)
69776 {
69777 velocity.Y = vector2D.Y - 0.75;
69778 }
69779 if (velocity.Y >
vector2D.Y + 0.75)
69780 {
69781 velocity.Y = vector2D.Y + 0.75;
69782 }
69783 if (velocity.X <
vector2D.X - 0.75)
69784 {
69785 velocity.X = vector2D.X - 0.75;
69786 }
69787 if (velocity.X >
vector2D.X + 0.75)
69788 {
69789 velocity.X = vector2D.X + 0.75;
69790 }
69791 position += velocity;
69793 {
69795 }
69796 }
69799 }
static UnifiedRandom genRand