18482    {
18483        bool flag = false;
18485        {
18486            flag = true;
18487        }
18489        {
18491            {
18493            }
18496        }
18498        {
18500            {
18502            }
18505        }
18507        {
18509            {
18511            }
18514        }
18516        {
18518            {
18520            }
18523        }
18525        {
18527            {
18529            }
18532        }
18534        {
18536            {
18538            }
18541        }
18543        {
18545            {
18547            }
18550        }
18552        {
18554            {
18556            }
18560        }
18562        {
18564            {
18566            }
18569        }
18571        {
18573            {
18575            }
18579            {
18581            }
18582        }
18583        if (
tongued && Main.expertMode)
 
18584        {
18586            {
18588            }
18591        }
18593        {
18596            {
18598            }
18599        }
18601        {
18603        }
18605        {
18607        }
18610        {
18612        }
18614        {
18616        }
18618        {
18620        }
18621        if (flag)
18622        {
18624            {
18626            }
18629        }
18631        {
18634        }
18636        {
18638            {
18640            }
18642            {
18644            }
18646            {
18648            }
18649            int num = 3000;
18652            {
18654            }
18656        }
18658        {
18662        }
18664        {
18665            int num4 = 3 * 120 / 60;
 
18667        }
18668        if (
whoAmI == Main.myPlayer && Main.SceneMetrics.HasCampfire)
 
18669        {
18671        }
18672        if (
whoAmI == Main.myPlayer && Main.SceneMetrics.HasHeartLantern)
 
18673        {
18675        }
18677        {
18679        }
18682        {
18684        }
18686        {
18688        }
18690        {
18692        }
18694        {
18696        }
18698        {
18700        }
18702        {
18704        }
18706        {
18708        }
18710        {
18712        }
18713        if (flag)
18714        {
18718            {
18720                {
18722                }
18724            }
18725        }
18727        {
18730        }
18732        {
18735        }
18737        {
18739        }
18742        {
18744        }
18746        {
18748        }
18749        if (
whoAmI == Main.myPlayer && Main.SceneMetrics.HasCampfire)
 
18750        {
18752        }
18753        if (Main.expertMode && !
wellFed)
 
18754        {
18756        }
18758        {
18760        }
18766        {
18768        }
18770        {
18772            if (flag && ((
float)Main.rand.Next(30000) < 
lifeRegenTime || Main.rand.Next(30) == 0))
 
18773            {
18775                Main.dust[
num8].noGravity = 
true;
 
18776                Main.dust[
num8].velocity *= 0.75f;
 
18777                Main.dust[
num8].fadeIn = 1.3f;
 
18780                vector *= (float)Main.rand.Next(50, 100) * 0.04f;
 
18784                Main.dust[
num8].position = base.Center - 
vector;
 
18785            }
18786        }
18788        {
18791            {
18794                {
18795                    for (
int i = 0; 
i < 10; 
i++)
 
18796                    {
18798                        Main.dust[
num9].noGravity = 
true;
 
18799                        Main.dust[
num9].velocity *= 0.75f;
 
18800                        int num10 = Main.rand.Next(-40, 41);
 
18801                        int num11 = Main.rand.Next(-40, 41);
 
18804                        Main.dust[
num9].velocity.X = (float)(-
num10) * 0.075f;
 
18805                        Main.dust[
num9].velocity.Y = (float)(-
num11) * 0.075f;
 
18806                    }
18807                }
18808            }
18810            {
18812            }
18813        }
18815        {
18817            {
18822                {
18824                    {
18826                    }
18828                    {
18830                    }
18831                    else
18832                    {
18834                    }
18835                }
18836            }
18837            return;
18838        }
18840        {
18843            {
18845            }
18849            {
18854                {
18856                }
18857            }
18858            return;
18859        }
18861        {
18863            {
18867            }
18869            {
18873            }
18875            {
18879            }
18880            else
18881            {
18885            }
18887            {
18889                {
18891                }
18893                {
18895                }
18896                else
18897                {
18899                }
18900            }
18901        }
18902    }
static decimal Round(decimal d)
 
static PlayerDeathReason ByOther(int type)
 
bool IsStandingStillForSpecialEffects
 
PlayerSleepingHelper sleeping
 
PlayerSittingHelper sitting
 
void KillMe(PlayerDeathReason damageSource, double dmg, int hitDirection, bool pvp=false)