Terraria v1.4.4.9
Terraria source code documentation
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◆ UpdateBiomes()

void Terraria.Player.UpdateBiomes ( )
inline

Definition at line 16067 of file Player.cs.

16068 {
16069 //IL_11ac: Unknown result type (might be due to invalid IL or missing references)
16070 //IL_11b6: Unknown result type (might be due to invalid IL or missing references)
16071 //IL_11c9: Unknown result type (might be due to invalid IL or missing references)
16072 //IL_11ce: Unknown result type (might be due to invalid IL or missing references)
16073 //IL_1255: Unknown result type (might be due to invalid IL or missing references)
16074 //IL_1261: Unknown result type (might be due to invalid IL or missing references)
16075 //IL_11e6: Unknown result type (might be due to invalid IL or missing references)
16076 //IL_11f1: Unknown result type (might be due to invalid IL or missing references)
16077 //IL_11dc: Unknown result type (might be due to invalid IL or missing references)
16078 //IL_11e1: Unknown result type (might be due to invalid IL or missing references)
16079 //IL_12ef: Unknown result type (might be due to invalid IL or missing references)
16080 //IL_12f4: Unknown result type (might be due to invalid IL or missing references)
16081 //IL_1282: Unknown result type (might be due to invalid IL or missing references)
16082 //IL_1287: Unknown result type (might be due to invalid IL or missing references)
16083 //IL_128c: Unknown result type (might be due to invalid IL or missing references)
16084 //IL_12b0: Unknown result type (might be due to invalid IL or missing references)
16085 //IL_12b5: Unknown result type (might be due to invalid IL or missing references)
16086 //IL_12ba: Unknown result type (might be due to invalid IL or missing references)
16087 //IL_130b: Unknown result type (might be due to invalid IL or missing references)
16088 //IL_1310: Unknown result type (might be due to invalid IL or missing references)
16089 Point point = base.Center.ToTileCoordinates();
16090 ZoneDungeon = false;
16091 if (Main.SceneMetrics.DungeonTileCount >= 250 && (double)base.Center.Y > Main.worldSurface * 16.0)
16092 {
16093 int num = (int)base.Center.X / 16;
16094 int num2 = (int)base.Center.Y / 16;
16095 if (Main.tile[num, num2] != null && Main.wallDungeon[Main.tile[num, num2].wall])
16096 {
16097 ZoneDungeon = true;
16098 }
16099 }
16100 ZoneLihzhardTemple = false;
16101 int num3 = (int)base.Center.X / 16;
16102 int num4 = (int)base.Center.Y / 16;
16103 if (Main.tile[num3, num4] != null && Main.tile[num3, num4].wall == 87)
16104 {
16105 ZoneLihzhardTemple = true;
16106 }
16107 Tile tileSafely = Framing.GetTileSafely(base.Center);
16108 if (tileSafely != null)
16109 {
16110 behindBackWall = tileSafely.wall > 0;
16111 }
16112 if (behindBackWall && ZoneDesert && (double)base.Center.Y > Main.worldSurface)
16113 {
16115 {
16116 ZoneUndergroundDesert = true;
16117 }
16118 }
16119 else
16120 {
16121 ZoneUndergroundDesert = false;
16122 }
16123 if (behindBackWall && (tileSafely.wall == 184 || tileSafely.wall == 180))
16124 {
16125 ZoneGranite = true;
16126 }
16127 else
16128 {
16129 ZoneGranite = false;
16130 }
16131 if (behindBackWall && (tileSafely.wall == 183 || tileSafely.wall == 178))
16132 {
16133 ZoneMarble = true;
16134 }
16135 else
16136 {
16137 ZoneMarble = false;
16138 }
16139 if (behindBackWall && (tileSafely.wall == 108 || tileSafely.wall == 86))
16140 {
16141 ZoneHive = true;
16142 }
16143 else
16144 {
16145 ZoneHive = false;
16146 }
16147 if (behindBackWall && tileSafely.wall >= 48 && tileSafely.wall <= 53)
16148 {
16149 ZoneGemCave = true;
16150 }
16151 else
16152 {
16153 ZoneGemCave = false;
16154 }
16155 bool flag = (double)(Main.screenPosition.Y / 16f) > Main.worldSurface + 50.0 && Main.screenPosition.Y / 16f < (float)(Main.maxTilesY - 330 - 100);
16156 ZoneShimmer = Main.SceneMetrics.EnoughTilesForShimmer && flag;
16157 ZoneCorrupt = Main.SceneMetrics.EnoughTilesForCorruption;
16158 ZoneCrimson = Main.SceneMetrics.EnoughTilesForCrimson;
16159 ZoneHallow = Main.SceneMetrics.EnoughTilesForHallow;
16160 ZoneJungle = Main.SceneMetrics.EnoughTilesForJungle && position.Y / 16f < (float)Main.UnderworldLayer;
16161 ZoneSnow = Main.SceneMetrics.EnoughTilesForSnow;
16162 ZoneDesert = Main.SceneMetrics.EnoughTilesForDesert;
16163 ZoneGlowshroom = Main.SceneMetrics.EnoughTilesForGlowingMushroom;
16164 ZoneMeteor = Main.SceneMetrics.EnoughTilesForMeteor;
16165 ZoneWaterCandle = Main.SceneMetrics.WaterCandleCount > 0;
16166 ZonePeaceCandle = Main.SceneMetrics.PeaceCandleCount > 0;
16167 ZoneShadowCandle = Main.SceneMetrics.ShadowCandleCount > 0;
16168 ZoneGraveyard = Main.SceneMetrics.EnoughTilesForGraveyard;
16170 if (HasGardenGnomeNearby != Main.SceneMetrics.HasGardenGnome)
16171 {
16172 luckNeedsSync = true;
16173 HasGardenGnomeNearby = Main.SceneMetrics.HasGardenGnome;
16174 }
16175 ZoneUnderworldHeight = point.Y > Main.UnderworldLayer;
16176 ZoneRockLayerHeight = point.Y <= Main.UnderworldLayer && (double)point.Y > Main.rockLayer;
16177 ZoneDirtLayerHeight = (double)point.Y <= Main.rockLayer && (double)point.Y > Main.worldSurface;
16178 ZoneOverworldHeight = (double)point.Y <= Main.worldSurface && (double)point.Y > Main.worldSurface * 0.3499999940395355;
16179 ZoneSkyHeight = (double)point.Y <= Main.worldSurface * 0.3499999940395355;
16180 ZoneBeach = WorldGen.oceanDepths(point.X, point.Y);
16181 ZoneRain = Main.raining && (double)point.Y <= Main.worldSurface;
16182 if (Main.remixWorld)
16183 {
16184 ZoneSandstorm = (double)point.Y >= Main.rockLayer && ZoneDesert && !ZoneBeach && Sandstorm.Happening;
16185 }
16186 else
16187 {
16188 ZoneSandstorm = (double)point.Y <= Main.worldSurface && ZoneDesert && !ZoneBeach && Sandstorm.Happening;
16189 }
16190 bool flag3 = (ZoneTowerStardust = false);
16191 bool flag5 = (ZoneTowerNebula = flag3);
16194 ZoneOldOneArmy = false;
16199 _ = Vector2.Zero;
16200 for (int i = 0; i < 200; i++)
16201 {
16202 if (!Main.npc[i].active)
16203 {
16204 continue;
16205 }
16206 if (Main.npc[i].type == 493)
16207 {
16208 if (Distance(Main.npc[i].Center) <= 4000f)
16209 {
16210 ZoneTowerStardust = true;
16211 vector4 = Main.npc[i].Center;
16212 }
16213 }
16214 else if (Main.npc[i].type == 507)
16215 {
16216 if (Distance(Main.npc[i].Center) <= 4000f)
16217 {
16218 ZoneTowerNebula = true;
16219 vector3 = Main.npc[i].Center;
16220 }
16221 }
16222 else if (Main.npc[i].type == 422)
16223 {
16224 if (Distance(Main.npc[i].Center) <= 4000f)
16225 {
16226 ZoneTowerVortex = true;
16227 vector2 = Main.npc[i].Center;
16228 }
16229 }
16230 else if (Main.npc[i].type == 517)
16231 {
16232 if (Distance(Main.npc[i].Center) <= 4000f)
16233 {
16234 ZoneTowerSolar = true;
16235 vector = Main.npc[i].Center;
16236 }
16237 }
16238 else if (Main.npc[i].type == 549 && Distance(Main.npc[i].Center) <= 4000f)
16239 {
16240 ZoneOldOneArmy = true;
16241 vector = Main.npc[i].Center;
16242 }
16243 }
16244 float num5 = 1f;
16245 float num6 = 1f;
16246 float num7 = Main.shimmerAlpha;
16248 {
16249 num5 *= 1f;
16250 num6 *= 0.7f;
16251 if (num7 < 1f)
16252 {
16253 num7 += 0.025f;
16254 if (num7 > 1f)
16255 {
16256 num7 = 1f;
16257 }
16258 }
16259 if (num7 >= 0.5f)
16260 {
16261 Main.shimmerDarken = MathHelper.Clamp(Main.shimmerDarken + 0.025f, 0f, 1f);
16262 Main.shimmerBrightenDelay = 4f;
16263 }
16264 }
16265 else if (num7 > 0f)
16266 {
16267 Main.shimmerDarken = MathHelper.Clamp(Main.shimmerDarken - 0.05f, 0f, 1f);
16268 if (Main.shimmerDarken == 0f && Main.shimmerBrightenDelay > 0f)
16269 {
16270 Main.shimmerBrightenDelay -= 1f;
16271 }
16272 if (Main.shimmerBrightenDelay == 0f)
16273 {
16274 num7 -= 0.05f;
16275 }
16276 if (num7 < 0f)
16277 {
16278 num7 = 0f;
16279 }
16280 }
16281 Main.shimmerAlpha = num7;
16282 if (Main.getGoodWorld)
16283 {
16284 bool flag7 = false;
16285 int num8 = NPC.FindFirstNPC(245);
16286 if (num8 >= 0 && Vector2.Distance(base.Center, Main.npc[num8].Center) < 2000f)
16287 {
16288 flag7 = true;
16289 }
16290 if (flag7)
16291 {
16292 num5 *= 0.6f;
16293 num6 *= 0.6f;
16294 }
16295 else if (ZoneLihzhardTemple)
16296 {
16297 num5 *= 0.88f;
16298 num6 *= 0.88f;
16299 }
16300 else if (ZoneDungeon)
16301 {
16302 num5 *= 0.94f;
16303 num6 *= 0.94f;
16304 }
16305 }
16306 if (num5 != airLightDecay)
16307 {
16308 if (airLightDecay >= num5)
16309 {
16310 airLightDecay -= 0.005f;
16311 if (airLightDecay < num5)
16312 {
16314 }
16315 }
16316 else
16317 {
16318 airLightDecay += 0.005f;
16319 if (airLightDecay > num5)
16320 {
16322 }
16323 }
16324 }
16325 if (num6 != solidLightDecay)
16326 {
16327 if (solidLightDecay >= num6)
16328 {
16329 solidLightDecay -= 0.005f;
16330 if (solidLightDecay < num6)
16331 {
16333 }
16334 }
16335 else
16336 {
16337 solidLightDecay += 0.005f;
16338 if (solidLightDecay > num6)
16339 {
16341 }
16342 }
16343 }
16344 bool flag8 = ZoneRain && ZoneSnow;
16345 if (Main.remixWorld)
16346 {
16347 flag8 = (double)(position.Y / 16f) > Main.worldSurface && Main.raining && ZoneSnow;
16348 }
16349 bool flag9 = point.Y > Main.maxTilesY - 320;
16350 bool flag10 = ZoneOverworldHeight && (point.X < 380 || point.X > Main.maxTilesX - 380);
16351 ManageSpecialBiomeVisuals("Stardust", ZoneTowerStardust, vector4 - new Vector2(0f, 10f));
16352 ManageSpecialBiomeVisuals("Nebula", ZoneTowerNebula, vector3 - new Vector2(0f, 10f));
16353 ManageSpecialBiomeVisuals("Vortex", ZoneTowerVortex, vector2 - new Vector2(0f, 10f));
16354 ManageSpecialBiomeVisuals("Solar", ZoneTowerSolar, vector - new Vector2(0f, 10f));
16355 ManageSpecialBiomeVisuals("MoonLord", NPC.AnyNPCs(398));
16356 ManageSpecialBiomeVisuals("BloodMoon", Main.bloodMoon || Main.SceneMetrics.BloodMoonMonolith || bloodMoonMonolithShader);
16357 ManageSpecialBiomeVisuals("Blizzard", Main.UseStormEffects && flag8);
16358 ManageSpecialBiomeVisuals("HeatDistortion", Main.UseHeatDistortion && (flag9 || ((double)point.Y < Main.worldSurface && ZoneDesert && !flag10 && !Main.raining && !Filters.Scene["Sandstorm"].IsActive())));
16359 if (Main.GraveyardVisualIntensity > 0f)
16360 {
16361 if (!Filters.Scene["Graveyard"].IsActive())
16362 {
16363 Filters.Scene.Activate("Graveyard", default(Vector2));
16364 }
16365 else
16366 {
16367 Filters.Scene["Graveyard"].GetShader().UseTargetPosition(base.Center);
16368 float progress = MathHelper.Lerp(0f, 0.75f, Main.GraveyardVisualIntensity);
16369 Filters.Scene["Graveyard"].GetShader().UseProgress(progress);
16370 Filters.Scene["Graveyard"].GetShader().UseIntensity(1.2f);
16371 }
16372 }
16373 else if (Filters.Scene["Graveyard"].IsActive())
16374 {
16375 Filters.Scene.Deactivate("Graveyard");
16376 }
16377 if (!Filters.Scene["Sepia"].IsActive() && dontStarveShader)
16378 {
16379 Filters.Scene.Activate("Sepia", default(Vector2));
16380 }
16381 else if (Filters.Scene["Sepia"].IsActive() && !dontStarveShader)
16382 {
16383 Filters.Scene.Deactivate("Sepia");
16384 }
16385 if (!Filters.Scene["WaterDistortion"].IsActive() && Main.WaveQuality > 0)
16386 {
16387 Filters.Scene.Activate("WaterDistortion", default(Vector2));
16388 }
16389 else if (Filters.Scene["WaterDistortion"].IsActive() && Main.WaveQuality == 0)
16390 {
16391 Filters.Scene.Deactivate("WaterDistortion");
16392 }
16393 if (Filters.Scene["WaterDistortion"].IsActive())
16394 {
16395 float num9 = (float)Main.maxTilesX * 0.5f - Math.Abs((float)point.X - (float)Main.maxTilesX * 0.5f);
16396 float num10 = 1f;
16397 float num11 = Math.Abs(Main.windSpeedCurrent);
16398 num10 += num11 * 1.25f;
16399 float num12 = MathHelper.Clamp(Main.maxRaining, 0f, 1f);
16400 num10 += num12 * 1.25f;
16401 float num13 = 0f - (MathHelper.Clamp((num9 - 380f) / 100f, 0f, 1f) * 0.5f - 0.25f);
16402 num10 += num13;
16403 float num14 = 1f - MathHelper.Clamp(3f * ((float)((double)point.Y - Main.worldSurface) / (float)(Main.rockLayer - Main.worldSurface)), 0f, 1f);
16404 num10 *= num14;
16405 float num15 = 0.9f - MathHelper.Clamp((float)(Main.maxTilesY - point.Y - 200) / 300f, 0f, 1f) * 0.9f;
16406 num10 += num15;
16407 num10 += (1f - num14) * 0.75f;
16408 num10 = MathHelper.Clamp(num10, 0f, 2.5f);
16409 Filters.Scene["WaterDistortion"].GetShader().UseIntensity(num10);
16410 }
16411 if (flag9)
16412 {
16413 float val = (float)(point.Y - (Main.maxTilesY - 320)) / 120f;
16414 val = Math.Min(1f, val) * 2f;
16415 Filters.Scene["HeatDistortion"].GetShader().UseIntensity(val);
16416 }
16417 _shaderObstructionInternalValue = Utils.Clamp(_shaderObstructionInternalValue + (float)behindBackWall.ToDirectionInt() * -0.005f, -0.1f, 1.1f);
16419 if (Filters.Scene["Sandstorm"].IsActive())
16420 {
16421 Filters.Scene["Sandstorm"].GetShader().UseIntensity(_stormShaderObstruction * 0.4f * Math.Min(1f, Sandstorm.Severity));
16422 Filters.Scene["Sandstorm"].GetShader().UseOpacity(Math.Min(1f, Sandstorm.Severity * 1.5f) * _stormShaderObstruction);
16423 ((SimpleOverlay)Overlays.Scene["Sandstorm"]).GetShader().UseOpacity(Math.Min(1f, Sandstorm.Severity * 1.5f) * (1f - _stormShaderObstruction));
16424 }
16425 else if (ZoneDesert && !flag10 && !Main.raining && !flag9)
16426 {
16427 Vector3 vector5 = Main.tileColor.ToVector3();
16428 float num16 = (vector5.X + vector5.Y + vector5.Z) / 3f;
16429 float num17 = _stormShaderObstruction * 4f * Math.Max(0f, 0.5f - Main.cloudAlpha) * num16;
16430 Filters.Scene["HeatDistortion"].GetShader().UseIntensity(num17);
16431 if (num17 <= 0f)
16432 {
16433 Filters.Scene["HeatDistortion"].IsHidden = true;
16434 }
16435 else
16436 {
16437 Filters.Scene["HeatDistortion"].IsHidden = false;
16438 }
16439 }
16441 {
16442 try
16443 {
16444 if (flag8)
16445 {
16446 float cloudAlpha = Main.cloudAlpha;
16447 if (Main.remixWorld)
16448 {
16449 Main.cloudAlpha = 0.4f;
16450 }
16451 bool value = NPC.IsADeerclopsNearScreen();
16452 _deerclopsBlizzardSmoothedEffect = MathHelper.Clamp(_deerclopsBlizzardSmoothedEffect + (float)value.ToDirectionInt() * 0.0033333334f, 0f, 1f);
16453 float num18 = Math.Min(1f, Main.cloudAlpha * 2f) * _stormShaderObstruction;
16454 float num19 = _stormShaderObstruction * 0.4f * Math.Min(1f, Main.cloudAlpha * 2f) * 0.9f + 0.1f;
16457 Filters.Scene["Blizzard"].GetShader().UseIntensity(num19);
16458 Filters.Scene["Blizzard"].GetShader().UseOpacity(num18);
16459 ((SimpleOverlay)Overlays.Scene["Blizzard"]).GetShader().UseOpacity(1f - num18);
16460 if (Main.remixWorld)
16461 {
16462 Main.cloudAlpha = cloudAlpha;
16463 }
16464 }
16465 }
16466 catch
16467 {
16469 }
16470 }
16472 {
16473 try
16474 {
16475 if (flag8)
16476 {
16479 if (activeSound == null)
16480 {
16482 }
16483 if (activeSound2 == null)
16484 {
16486 }
16489 }
16490 if (flag8)
16491 {
16493 }
16494 else
16495 {
16497 }
16498 float num20 = Math.Min(1f, Main.cloudAlpha * 2f) * _stormShaderObstruction;
16501 if (_blizzardSoundVolume > 0f)
16502 {
16503 if (activeSound3 == null)
16504 {
16507 }
16508 activeSound3.Volume = num20 * _blizzardSoundVolume;
16509 if (activeSound4 == null)
16510 {
16513 }
16514 activeSound4.Volume = (1f - num20) * _blizzardSoundVolume;
16515 }
16516 else
16517 {
16518 if (activeSound3 != null)
16519 {
16520 activeSound3.Volume = 0f;
16521 }
16522 else
16523 {
16525 }
16526 if (activeSound4 != null)
16527 {
16528 activeSound4.Volume = 0f;
16529 }
16530 else
16531 {
16533 }
16534 }
16535 }
16536 catch
16537 {
16538 disabledBlizzardSound = true;
16539 }
16540 }
16541 if (!dead)
16542 {
16543 Point point2 = base.Center.ToTileCoordinates();
16544 if (WorldGen.InWorld(point2.X, point2.Y, 1))
16545 {
16546 int num21 = 0;
16547 if (Main.tile[point2.X, point2.Y] != null)
16548 {
16549 num21 = Main.tile[point2.X, point2.Y].wall;
16550 }
16551 switch (num21)
16552 {
16553 case 86:
16555 break;
16556 case 62:
16558 break;
16559 }
16560 }
16562 {
16564 }
16565 if (Main.specialSeedWorld)
16566 {
16568 }
16569 if (position.Y / 16f > (float)Main.UnderworldLayer)
16570 {
16572 }
16573 else if (_funkytownAchievementCheckCooldown == 0 && (double)(position.Y / 16f) < Main.worldSurface && ZoneGlowshroom)
16574 {
16576 }
16578 {
16580 }
16581 }
16582 else
16583 {
16585 }
16586 }
static float Lerp(float value1, float value2, float amount)
Definition MathHelper.cs:53
static float Clamp(float value, float min, float max)
Definition MathHelper.cs:46
static byte Min(byte val1, byte val2)
Definition Math.cs:912
static double Abs(double value)
static byte Max(byte val1, byte val2)
Definition Math.cs:738
static SlotId PlayTrackedSound(SoundStyle style, Vector2 position)
static ActiveSound GetActiveSound(SlotId id)
float Distance(Vector2 Other)
Definition Entity.cs:187
Vector2 position
Definition Entity.cs:14
static void HandleSpecialEvent(Player player, int eventID)
static FilterManager Scene
Definition Filters.cs:5
static OverlayManager Scene
Definition Overlays.cs:5
static readonly LegacySoundStyle BlizzardStrongLoop
Definition SoundID.cs:780
static readonly LegacySoundStyle BlizzardInsideBuildingLoop
Definition SoundID.cs:778
float _deerclopsBlizzardSmoothedEffect
Definition Player.cs:2605
static float solidLightDecay
Definition Player.cs:2603
bool bloodMoonMonolithShader
Definition Player.cs:1657
float _stormShaderObstruction
Definition Player.cs:2595
void UpdateGraveyard(bool now=false)
Definition Player.cs:15998
float _shaderObstructionInternalValue
Definition Player.cs:2597
bool ZoneUndergroundDesert
Definition Player.cs:3085
bool ZoneWaterCandle
Definition Player.cs:2989
bool ZoneDirtLayerHeight
Definition Player.cs:3121
bool ZoneSkyHeight
Definition Player.cs:3097
bool CanSeeShimmerEffects()
Definition Player.cs:16046
bool ZoneUnderworldHeight
Definition Player.cs:3145
int _funkytownAchievementCheckCooldown
Definition Player.cs:2593
bool ZoneTowerNebula
Definition Player.cs:3037
bool ZonePeaceCandle
Definition Player.cs:3001
static float airLightDecay
Definition Player.cs:2601
static bool disabledBlizzardSound
Definition Player.cs:613
bool ZoneGraveyard
Definition Player.cs:3265
bool ZoneOverworldHeight
Definition Player.cs:3109
void ManageSpecialBiomeVisuals(string biomeName, bool inZone, Vector2 activationSource=default(Vector2))
Definition Player.cs:16597
bool ZoneLihzhardTemple
Definition Player.cs:3253
bool luckNeedsSync
Definition Player.cs:2653
bool ZoneTowerVortex
Definition Player.cs:3025
bool ZoneSandstorm
Definition Player.cs:3181
bool ZoneTowerStardust
Definition Player.cs:3049
bool dontStarveShader
Definition Player.cs:1631
bool ZoneGlowshroom
Definition Player.cs:3073
bool ZoneRockLayerHeight
Definition Player.cs:3133
bool ZoneShadowCandle
Definition Player.cs:3277
bool ZoneOldOneArmy
Definition Player.cs:3193
static float _blizzardSoundVolume
Definition Player.cs:615
bool behindBackWall
Definition Player.cs:2591
bool HasGardenGnomeNearby
Definition Player.cs:1691
static bool disabledBlizzardGraphic
Definition Player.cs:611
bool ZoneTowerSolar
Definition Player.cs:3013
static SlotId _strongBlizzardSound
Definition Player.cs:617
static SlotId _insideBlizzardSound
Definition Player.cs:619
static float Distance(Vector2 value1, Vector2 value2)
Definition Vector2.cs:91
static readonly SlotId Invalid
Definition SlotId.cs:5

References System.Math.Abs(), Terraria.NPC.AnyNPCs(), Terraria.ID.SoundID.BlizzardInsideBuildingLoop, Terraria.ID.SoundID.BlizzardStrongLoop, Terraria.Main.bloodMoon, Microsoft.Xna.Framework.MathHelper.Clamp(), Terraria.Main.cloudAlpha, Microsoft.Xna.Framework.Vector2.Distance(), Terraria.NPC.FindFirstNPC(), Terraria.Audio.SoundEngine.GetActiveSound(), Terraria.Main.getGoodWorld, Terraria.Framing.GetTileSafely(), Terraria.Main.GraveyardVisualIntensity, Terraria.GameContent.Achievements.AchievementsHelper.HandleSpecialEvent(), Terraria.GameContent.Events.Sandstorm.Happening, Terraria.ID.WallID.Sets.Conversion.HardenedSand, ReLogic.Utilities.SlotId.Invalid, Terraria.WorldGen.InWorld(), Terraria.NPC.IsADeerclopsNearScreen(), Microsoft.Xna.Framework.MathHelper.Lerp(), System.Math.Max(), Terraria.Main.maxRaining, Terraria.Main.maxTilesX, Terraria.Main.maxTilesY, System.Math.Min(), Terraria.Main.npc, Terraria.WorldGen.oceanDepths(), Terraria.Audio.SoundEngine.PlayTrackedSound(), Terraria.Main.raining, Terraria.Main.remixWorld, Terraria.Main.rockLayer, Terraria.ID.WallID.Sets.Conversion.Sandstone, Terraria.Graphics.Effects.Filters.Scene, Terraria.Graphics.Effects.Overlays.Scene, Terraria.Main.SceneMetrics, Terraria.Main.screenPosition, Terraria.GameContent.Events.Sandstorm.Severity, Terraria.Main.shimmerAlpha, Terraria.Main.shimmerBrightenDelay, Terraria.Main.shimmerDarken, Terraria.Main.specialSeedWorld, Terraria.Main.tile, Terraria.Main.tileColor, Terraria.Main.UnderworldLayer, Terraria.Main.UseHeatDistortion, Terraria.Main.UseStormEffects, System.value, Terraria.Main.wallDungeon, Terraria.Main.WaveQuality, Terraria.Main.windSpeedCurrent, Terraria.Main.worldSurface, Microsoft.Xna.Framework.Point.X, Microsoft.Xna.Framework.Point.Y, and Microsoft.Xna.Framework.Vector2.Zero.