24935 {
24936 for (
int k =
j;
k < Main.maxTilesY;
k++)
24937 {
24938 if (Main.tile[i,
k].active() && Main.tileSolid[Main.tile[i,
k].type])
24939 {
24941 if (Main.tile[i,
num - 1].lava() || Main.tile[i - 1,
num - 1].lava())
24942 {
24943 return false;
24944 }
24945 if (Main.tile[i,
num - 1].shimmer())
24946 {
24947 return false;
24948 }
24950 {
24951 return false;
24952 }
24953 if (Main.wallDungeon[Main.tile[i,
num].wall])
24954 {
24955 return false;
24956 }
24957 Tile tile = Main.tile[i - 1,
num + 1];
24959 if (!tile.nactive() || !Main.tileSolid[tile.type])
24960 {
24961 return false;
24962 }
24963 if (!
tile2.nactive() || !Main.tileSolid[
tile2.type])
24964 {
24965 return false;
24966 }
24967 if (tile.blockType() != 0)
24968 {
24969 tile.slope(0);
24970 tile.halfBrick(halfBrick:
false);
24971 }
24972 if (
tile2.blockType() != 0)
24973 {
24976 }
24977 Main.tile[i - 1,
num - 1].active(active:
true);
24978 Main.tile[i - 1,
num - 1].type = 12;
24979 Main.tile[i - 1,
num - 1].frameX = 0;
24980 Main.tile[i - 1,
num - 1].frameY = 0;
24981 Main.tile[i,
num - 1].active(active:
true);
24982 Main.tile[i,
num - 1].type = 12;
24983 Main.tile[i,
num - 1].frameX = 18;
24984 Main.tile[i,
num - 1].frameY = 0;
24985 Main.tile[i - 1,
num].active(active:
true);
24986 Main.tile[i - 1,
num].type = 12;
24987 Main.tile[i - 1,
num].frameX = 0;
24988 Main.tile[i - 1,
num].frameY = 18;
24989 Main.tile[i,
num].active(active:
true);
24990 Main.tile[i,
num].type = 12;
24991 Main.tile[i,
num].frameX = 18;
24992 Main.tile[i,
num].frameY = 18;
24993 return true;
24994 }
24995 }
24996 return false;
24997 }
static bool EmptyTileCheck(int startX, int endX, int startY, int endY, int ignoreID=-1)