16068    {
16069        
16070        
16071        
16072        
16073        
16074        
16075        
16076        
16077        
16078        
16079        
16080        
16081        
16082        
16083        
16084        
16085        
16086        
16087        
16088        
16089        Point point = 
base.Center.ToTileCoordinates();
 
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            {
16098            }
16099        }
16101        int num3 = (int)
base.Center.X / 16;
 
16102        int num4 = (int)
base.Center.Y / 16;
 
16104        {
16106        }
16109        {
16111        }
16113        {
16115            {
16117            }
16118        }
16119        else
16120        {
16122        }
16124        {
16126        }
16127        else
16128        {
16130        }
16132        {
16134        }
16135        else
16136        {
16138        }
16140        {
16142        }
16143        else
16144        {
16146        }
16148        {
16150        }
16151        else
16152        {
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;
 
16171        {
16174        }
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;
 
16181        ZoneRain = Main.raining && (double)point.Y <= Main.worldSurface;
 
16182        if (Main.remixWorld)
16183        {
16185        }
16186        else
16187        {
16189        }
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                {
16212                }
16213            }
16214            else if (Main.npc[i].type == 507)
16215            {
16216                if (
Distance(Main.npc[i].Center) <= 4000f)
 
16217                {
16220                }
16221            }
16222            else if (Main.npc[i].type == 422)
16223            {
16224                if (
Distance(Main.npc[i].Center) <= 4000f)
 
16225                {
16228                }
16229            }
16230            else if (Main.npc[i].type == 517)
16231            {
16232                if (
Distance(Main.npc[i].Center) <= 4000f)
 
16233                {
16236                }
16237            }
16238            else if (Main.npc[i].type == 549 && 
Distance(Main.npc[i].Center) <= 4000f)
 
16239            {
16242            }
16243        }
16246        float num7 = Main.shimmerAlpha;
 
16248        {
16252            {
16255                {
16257                }
16258            }
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            {
16275            }
16277            {
16279            }
16280        }
16281        Main.shimmerAlpha = 
num7;
 
16282        if (Main.getGoodWorld)
16283        {
16284            bool flag7 = 
false;
 
16285            int num8 = 
NPC.FindFirstNPC(245);
 
16287            {
16289            }
16291            {
16294            }
16296            {
16299            }
16301            {
16304            }
16305        }
16307        {
16309            {
16312                {
16314                }
16315            }
16316            else
16317            {
16320                {
16322                }
16323            }
16324        }
16326        {
16328            {
16331                {
16333                }
16334            }
16335            else
16336            {
16339                {
16341                }
16342            }
16343        }
16345        if (Main.remixWorld)
16346        {
16348        }
16349        bool flag9 = point.Y > Main.maxTilesY - 320;
 
16359        if (Main.GraveyardVisualIntensity > 0f)
16360        {
16362            {
16364            }
16365            else
16366            {
16370                Filters.
Scene[
"Graveyard"].GetShader().UseIntensity(1.2f);
 
16371            }
16372        }
16374        {
16376        }
16378        {
16380        }
16382        {
16384        }
16385        if (!
Filters.
Scene[
"WaterDistortion"].IsActive() && Main.WaveQuality > 0)
 
16386        {
16388        }
16389        else if (
Filters.
Scene[
"WaterDistortion"].IsActive() && Main.WaveQuality == 0)
 
16390        {
16392        }
16394        {
16395            float num9 = (float)Main.maxTilesX * 0.5f - 
Math.
Abs((
float)point.X - (float)Main.maxTilesX * 0.5f);
 
16403            float num14 = 1f - 
MathHelper.
Clamp(3f * ((
float)((
double)point.Y - Main.worldSurface) / (
float)(Main.rockLayer - Main.worldSurface)), 0f, 1f);
 
16405            float num15 = 0.9f - 
MathHelper.
Clamp((
float)(Main.maxTilesY - point.Y - 200) / 300f, 0f, 1f) * 0.9f;
 
16410        }
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        }
16420        {
16424        }
16426        {
16428            float num16 = (vector5.X + vector5.Y + 
vector5.Z) / 3f;
 
16432            {
16434            }
16435            else
16436            {
16438            }
16439        }
16441        {
16442            try
16443            {
16445                {
16446                    float cloudAlpha = Main.cloudAlpha;
16447                    if (Main.remixWorld)
16448                    {
16449                        Main.cloudAlpha = 0.4f;
16450                    }
16451                    bool value = 
NPC.IsADeerclopsNearScreen();
 
16460                    if (Main.remixWorld)
16461                    {
16462                        Main.cloudAlpha = cloudAlpha;
16463                    }
16464                }
16465            }
16466            catch
16467            {
16469            }
16470        }
16472        {
16473            try
16474            {
16476                {
16480                    {
16482                    }
16484                    {
16486                    }
16489                }
16491                {
16493                }
16494                else
16495                {
16497                }
16502                {
16504                    {
16507                    }
16510                    {
16513                    }
16515                }
16516                else
16517                {
16519                    {
16520                        activeSound3.Volume = 0f;
16521                    }
16522                    else
16523                    {
16525                    }
16527                    {
16528                        activeSound4.Volume = 0f;
16529                    }
16530                    else
16531                    {
16533                    }
16534                }
16535            }
16536            catch
16537            {
16539            }
16540        }
16542        {
16545            {
16548                {
16550                }
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            }
16574            {
16576            }
16578            {
16580            }
16581        }
16582        else
16583        {
16585        }
16586    }
static float Lerp(float value1, float value2, float amount)
 
static float Clamp(float value, float min, float max)
 
static byte Min(byte val1, byte val2)
 
static double Abs(double value)
 
static byte Max(byte val1, byte val2)
 
static SlotId PlayTrackedSound(SoundStyle style, Vector2 position)
 
static ActiveSound GetActiveSound(SlotId id)
 
float Distance(Vector2 Other)
 
static void HandleSpecialEvent(Player player, int eventID)
 
static FilterManager Scene
 
static OverlayManager Scene
 
static readonly LegacySoundStyle BlizzardStrongLoop
 
static readonly LegacySoundStyle BlizzardInsideBuildingLoop
 
static bool[] HardenedSand
 
float _deerclopsBlizzardSmoothedEffect
 
static float solidLightDecay
 
bool bloodMoonMonolithShader
 
float _stormShaderObstruction
 
void UpdateGraveyard(bool now=false)
 
float _shaderObstructionInternalValue
 
bool ZoneUndergroundDesert
 
bool CanSeeShimmerEffects()
 
bool ZoneUnderworldHeight
 
int _funkytownAchievementCheckCooldown
 
static float airLightDecay
 
static bool disabledBlizzardSound
 
void ManageSpecialBiomeVisuals(string biomeName, bool inZone, Vector2 activationSource=default(Vector2))
 
static float _blizzardSoundVolume
 
bool HasGardenGnomeNearby
 
static bool disabledBlizzardGraphic
 
static SlotId _strongBlizzardSound
 
static SlotId _insideBlizzardSound
 
static float Distance(Vector2 value1, Vector2 value2)
 
static readonly SlotId Invalid