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

void Terraria.GameContent.Drawing.WindGrid.ScanPlayer ( int i)
inlineprivate

Definition at line 88 of file WindGrid.cs.

89 {
90 Player player = Main.player[i];
91 if (!player.active || player.dead || (player.velocity.X == 0f && player.velocity.Y == 0f) || !Utils.CenteredRectangle(Main.Camera.Center, Main.Camera.UnscaledSize).Intersects(player.Hitbox) || player.velocity.HasNaNs())
92 {
93 return;
94 }
95 int directionX = Math.Sign(player.velocity.X);
96 int directionY = Math.Sign(player.velocity.Y);
97 foreach (Point item in Collision.GetTilesIn(player.TopLeft, player.BottomRight))
98 {
99 SetWindTime(item.X, item.Y, directionX, directionY);
100 }
101 }
static int Sign(decimal value)
Definition Math.cs:1202
void SetWindTime(int tileX, int tileY, int directionX, int directionY)
Definition WindGrid.cs:64

References Terraria.Entity.active, Terraria.Main.Camera, Terraria.Utils.CenteredRectangle(), Terraria.Player.dead, Terraria.Collision.GetTilesIn(), Terraria.Entity.Hitbox, System.item, Terraria.Main.player, Terraria.GameContent.Drawing.WindGrid.SetWindTime(), System.Math.Sign(), Terraria.Entity.velocity, Microsoft.Xna.Framework.Vector2.X, and Microsoft.Xna.Framework.Vector2.Y.

Referenced by Terraria.GameContent.Drawing.WindGrid.ScanPlayers().