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)