60600 {
60601
60606 int num6 =
Player.FindClosest(
new Vector2((
float)(i * 16), (
float)(
j * 16)), 16, 16);
60607 if (tileCache.type == 3)
60608 {
60611 if (Main.player[
num6].flowerBoots && tileCache.frameX >= 108)
60612 {
60615 }
60616 }
60617 if (tileCache.type == 73)
60618 {
60621 if (Main.player[
num6].flowerBoots && tileCache.frameX >= 108)
60622 {
60625 }
60626 }
60627 if (tileCache.type == 637)
60628 {
60630 if (Main.player[
num6].flowerBoots && tileCache.frameX >= 108)
60631 {
60633 }
60634 }
60635 if (tileCache.type == 61)
60636 {
60638 if (Main.player[
num6].flowerBoots && tileCache.frameX >= 108)
60639 {
60641 }
60642 }
60643 if (tileCache.type == 74)
60644 {
60646 if (Main.player[
num6].flowerBoots && tileCache.frameX >= 108)
60647 {
60649 }
60650 }
60651 if (tileCache.type == 62)
60652 {
60654 }
60655 if (tileCache.type == 185)
60656 {
60657 if (tileCache.frameY == 0 && tileCache.frameX < 214)
60658 {
60660 }
60661 if (tileCache.frameY == 18 && (tileCache.frameX < 214 || tileCache.frameX >= 1368))
60662 {
60664 }
60665 }
60666 else if (tileCache.type == 186)
60667 {
60668 if (tileCache.frameX >= 378 && tileCache.frameX <= 700)
60669 {
60671 }
60672 }
60673 else if (tileCache.type == 187)
60674 {
60675 if (tileCache.frameX >= 756 && tileCache.frameX <= 916)
60676 {
60678 }
60679 if (tileCache.frameX <= 322)
60680 {
60682 }
60683 }
60684 else if (tileCache.type == 233)
60685 {
60687 }
60689 if (Main.player[
num6].ZoneGraveyard)
60690 {
60692 }
60695 {
60697 if (
num7 == 357 &&
Player.GetClosestRollLuck(i,
j,
NPC.goldCritterChance) == 0
f)
60698 {
60699 type = 448;
60700 }
60702 Main.npc[
num8].TargetClosest();
60703 Main.npc[
num8].velocity.Y = (float)
genRand.Next(-50, -21) * 0.1f;
60704 Main.npc[
num8].velocity.X = (float)
genRand.Next(0, 26) * 0.1f * (float)(-Main.npc[
num8].direction);
60705 Main.npc[
num8].direction *= -1;
60706 Main.npc[
num8].netUpdate =
true;
60707 }
60709 {
60711 if (
Player.GetClosestRollLuck(i,
j,
NPC.goldCritterChance) == 0
f)
60712 {
60714 }
60716 Main.npc[
num9].TargetClosest();
60717 Main.npc[
num9].velocity.Y = (float)
genRand.Next(-50, -21) * 0.1f;
60718 Main.npc[
num9].velocity.X = (float)
genRand.Next(0, 26) * 0.1f * (float)(-Main.npc[
num9].direction);
60719 Main.npc[
num9].direction *= -1;
60720 Main.npc[
num9].netUpdate =
true;
60721 }
60723 {
60726 {
60728 }
60730 {
60732 }
60734 Main.npc[
num10].TargetClosest();
60735 Main.npc[
num10].velocity.Y = (float)
genRand.Next(-50, -21) * 0.1f;
60736 Main.npc[
num10].velocity.X = (float)
genRand.Next(0, 26) * 0.1f * (float)(-Main.npc[
num10].direction);
60737 Main.npc[
num10].direction *= -1;
60738 Main.npc[
num10].netUpdate =
true;
60739 }
60741 {
60744 {
60746 }
60748 Main.npc[
num2].TargetClosest();
60749 Main.npc[
num2].velocity.Y = (float)
genRand.Next(-50, -21) * 0.1f;
60750 Main.npc[
num2].velocity.X = (float)
genRand.Next(0, 26) * 0.1f * (float)(-Main.npc[
num2].direction);
60751 Main.npc[
num2].direction *= -1;
60752 Main.npc[
num2].netUpdate =
true;
60753 }
60754 }
static void DropCritterChance(int i, int j, int type, ref int wormChance, ref int grassHopperChance, ref int jungleGrubChance)
This serves as the central class from which tile-related functions are supported and carried out.
static EntitySource_TileBreak GetNPCSource_TileBreak(int x, int y)
static UnifiedRandom genRand