90809 {
90810
90811
90812
90813
90814
90815
90816
90817
90818
90819
90820
90821
90822
90823
90824
90825
90826
90827 if (Main.netMode == 1 || (Type == 262 &&
AnyNPCs(262)))
90828 {
90829 return;
90830 }
90832 switch (Type)
90833 {
90834 case 245:
90836 {
90837 return;
90838 }
90839 try
90840 {
90841 int num12 = (int)Main.player[
plr].Center.X / 16;
90842 int num23 = (int)Main.player[
plr].Center.Y / 16;
90846 {
90848 {
90849 tile = Main.tile[
j,
k];
90850 if (!tile.active())
90851 {
90852 continue;
90853 }
90854 tile = Main.tile[
j,
k];
90855 if (tile.type != 237)
90856 {
90857 continue;
90858 }
90859 tile = Main.tile[
j,
k];
90860 if (tile.frameX == 18)
90861 {
90862 tile = Main.tile[
j,
k];
90863 if (tile.frameY == 0)
90864 {
90867 }
90868 }
90869 }
90870 }
90872 {
90873 return;
90874 }
90878 {
90880 {
90882 break;
90883 }
90884 }
90886 {
90888 {
90890 break;
90891 }
90892 }
90897 if (Main.netMode == 0)
90898 {
90900 }
90901 else if (Main.netMode == 2)
90902 {
90904 }
90905 return;
90906 }
90907 catch
90908 {
90909 return;
90910 }
90911 case 370:
90912 {
90915 {
90916 return;
90917 }
90918 for (int i = 0; i < 1000; i++)
90919 {
90920 Projectile projectile = Main.projectile[i];
90921 if (projectile.active && projectile.bobber && projectile.owner ==
plr)
90922 {
90925 if (Main.netMode == 0)
90926 {
90928 }
90929 else if (Main.netMode == 2)
90930 {
90932 }
90933 break;
90934 }
90935 }
90936 return;
90937 }
90938 case 398:
90940 {
90943 if (Main.netMode == 0)
90944 {
90946 }
90947 else if (Main.netMode == 2)
90948 {
90950 }
90951 }
90952 return;
90953 }
90966 {
90968 }
90969 if (
num5 > Main.maxTilesX)
90970 {
90971 num5 = Main.maxTilesX;
90972 }
90974 {
90976 }
90977 if (
num7 > Main.maxTilesY)
90978 {
90979 num7 = Main.maxTilesY;
90980 }
90981 Rectangle
rectangle =
default(Rectangle);
90983 for (
int m = 0;
m < 1000;
m++)
90984 {
90985 for (
int n = 0;
n < 100;
n++)
90986 {
90990 if (tile.nactive())
90991 {
90992 bool[] tileSolid = Main.tileSolid;
90994 if (tileSolid[tile.type])
90995 {
90997 }
90998 }
90999 bool[] wallHouse = Main.wallHouse;
91001 if (wallHouse[tile.wall] &&
m < 999)
91002 {
91003 continue;
91004 }
91005 if (Type == 50 &&
m < 500)
91006 {
91008 if (tile.wall > 0)
91009 {
91010 continue;
91011 }
91012 }
91014 {
91016 if (!tile.nactive())
91017 {
91018 continue;
91019 }
91023 {
91025 {
91031 }
91032 break;
91033 }
91034 }
91035 if (
flag && Type == 50 &&
m < 900)
91036 {
91038 if (!Collision.CanHit(
new Vector2((
float)
num2, (float)(
num3 - 1)) * 16
f, 16, 16,
new Vector2((
float)
num2, (float)(
num3 - 1 -
num16)) * 16
f, 16, 16) || !Collision.CanHit(
new Vector2((
float)
num2, (float)(
num3 - 1 -
num16)) * 16
f, 16, 16, Main.player[
plr].Center, 0, 0))
91039 {
91043 }
91044 }
91045 if (
flag &&
m < 999)
91046 {
91052 {
91054 }
91055 if (
num18 > Main.maxTilesX)
91056 {
91058 }
91060 {
91062 }
91063 if (
num20 > Main.maxTilesY)
91064 {
91066 }
91068 {
91070 {
91072 {
91074 if (tile.nactive())
91075 {
91079 {
91081 break;
91082 }
91083 }
91084 }
91085 }
91086 }
91087 }
91091 {
91092 break;
91093 }
91094 }
91095 if (
flag &&
m < 999)
91096 {
91099 {
91100 if (Main.player[
num24].active)
91101 {
91104 {
91106 }
91107 }
91108 }
91109 }
91111 {
91112 break;
91113 }
91114 }
91116 {
91120 }
91121 }
static void BroadcastChatMessage(NetworkText text, Color color, int excludedPlayer=-1)
static string GetTextValue(string key)
Retrieves the text value for a specified localization key. The text returned will be for the currentl...
Contains methods to access or retrieve localization values. The Localization Guideteaches more about ...
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 SpawnBoss(int spawnPositionX, int spawnPositionY, int Type, int targetPlayerIndex)
static bool AnyNPCs(int Type)
Returns true if there are any active NPC in the world of the given NPC type (F:Terraria....
static int NewNPC(IEntitySource source, int X, int Y, int Type, int Start=0, float ai0=0f, float ai1=0f, float ai2=0f, float ai3=0f, int Target=255)
Spawns an NPC into the game world with the given type. This method should not be called on multipla...
static IEntitySource GetBossSpawnSource(int targetPlayerIndex)