2037 {
2039 {
2040 Main.spriteBatch.Draw(TextureAssets.GlowMask[297].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
Color.
White, 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2041 }
2043 {
2044 Main.spriteBatch.Draw(TextureAssets.GlowMask[298].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
Color.
White, 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2045 }
2047 {
2048 Main.spriteBatch.Draw(TextureAssets.GlowMask[299].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
Color.
White, 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2049 }
2051 {
2052 Main.spriteBatch.Draw(TextureAssets.GlowMask[295].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
Color.
White, 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2053 }
2055 {
2056 Main.spriteBatch.Draw(TextureAssets.GlowMask[296].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
Color.
White, 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2057 }
2059 {
2060 int num = 15;
2063 {
2064 case 5:
2065 color =
new Color((
float)Main.DiscoR / 255f, (
float)Main.DiscoG / 255f, (
float)Main.DiscoB / 255f, 0f);
2066 break;
2067 case 14:
2068 color =
new Color(50, 50, 100, 20);
2069 break;
2070 case 15:
2071 color =
new Color(255, 255, 255, 200);
2072 break;
2073 }
2074 Main.spriteBatch.Draw(TextureAssets.Flames[num].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight), color, 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2075 }
2077 {
2080 {
2081 ulong
num2 = Main.TileFrameSeed ^ (ulong)(((
long)
tileX << 32) | (uint)
tileY);
2084 {
2086 }
2087 tileFlameData.flameSeed =
num2;
2091 {
2096 {
2098 }
2100 }
2101 }
2102 }
2103 if (
drawData.typeCache == 356 && Main.sundialCooldown == 0)
2104 {
2108 int num4 =
tileX - drawData.tileFrameX / 18;
2109 int num5 =
tileY - drawData.tileFrameY / 18;
2110 ulong
seed = Main.TileFrameSeed ^ (ulong)(((
long)
num4 << 32) | (uint)
num5);
2111 for (
int j = 0;
j < 7;
j++)
2112 {
2113 float num6 = (float)Utils.RandomInt(
ref seed, -10, 11) * 0.15f;
2114 float num7 = (float)Utils.RandomInt(
ref seed, -10, 1) * 0.35f;
2116 }
2117 }
2118 if (
drawData.typeCache == 663 && Main.moondialCooldown == 0)
2119 {
2122 value5.Y += 54 * Main.moonPhase;
2124 }
2126 {
2127 Main.spriteBatch.Draw(TextureAssets.GlowSnail.Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 100, 255, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2128 }
2130 {
2131 Main.spriteBatch.Draw(TextureAssets.GlowMask[293].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
new Color(200, 100, 100, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2132 }
2134 {
2135 Main.spriteBatch.Draw(TextureAssets.GlowMask[131].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
new Color(250, 250, 250, 200), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2136 }
2138 {
2139 Main.spriteBatch.Draw(TextureAssets.GlowMask[300].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 100, 255, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2140 }
2142 {
2143 Main.spriteBatch.Draw(TextureAssets.FireflyJar.Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(200, 200, 200, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2144 }
2146 {
2147 Main.spriteBatch.Draw(TextureAssets.LightningbugJar.Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(200, 200, 200, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2148 }
2150 {
2151 Main.spriteBatch.Draw(TextureAssets.GlowMask[291].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(200, 200, 200, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2152 }
2154 {
2155 int num8 =
tileX - drawData.tileFrameX / 18;
2156 int num9 =
tileY - drawData.tileFrameY / 18;
2158 num10 %= Main.cageFrames;
2159 Main.spriteBatch.Draw(TextureAssets.JellyfishBowl[
drawData.typeCache - 316].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY + Main.jellyfishCageFrame[
drawData.typeCache - 316,
num10] * 36,
drawData.tileWidth,
drawData.tileHeight),
new Color(200, 200, 200, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2160 }
2162 {
2163 Main.spriteBatch.Draw(TextureAssets.XmasLight.Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(200, 200, 200, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2164 }
2166 {
2169 {
2171 }
2173 {
2175 }
2177 {
2179 }
2180 Main.spriteBatch.Draw(TextureAssets.Flames[
num11].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
new Color(200, 200, 200, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2181 }
2182 else if (Main.tileFlame[
drawData.typeCache])
2183 {
2184 ulong
seed2 = Main.TileFrameSeed ^ (ulong)(((
long)
tileX << 32) | (uint)
tileY);
2185 int typeCache =
drawData.typeCache;
2187 switch (typeCache)
2188 {
2189 case 4:
2191 break;
2192 case 33:
2193 case 174:
2195 break;
2196 case 100:
2197 case 173:
2199 break;
2200 case 34:
2202 break;
2203 case 93:
2205 break;
2206 case 49:
2208 break;
2209 case 372:
2211 break;
2212 case 646:
2214 break;
2215 case 98:
2217 break;
2218 case 35:
2220 break;
2221 case 42:
2223 break;
2224 }
2226 {
2227 case 7:
2228 {
2230 {
2231 float num93 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2232 float num94 = (float)Utils.RandomInt(
ref seed2, -10, 10) * 0.15f;
2235 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num93, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num94) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2236 }
2237 break;
2238 }
2239 case 1:
2241 {
2242 case 5:
2243 case 6:
2244 case 7:
2245 case 10:
2246 {
2248 {
2249 float num66 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.075f;
2250 float num67 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.075f;
2251 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num66, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num67) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2252 }
2253 break;
2254 }
2255 case 8:
2256 {
2258 {
2259 float num72 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.3f;
2260 float num73 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.3f;
2261 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num72, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num73) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2262 }
2263 break;
2264 }
2265 case 12:
2266 {
2268 {
2269 float num60 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2270 float num61 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.15f;
2271 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num60, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num61) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2272 }
2273 break;
2274 }
2275 case 14:
2276 {
2278 {
2279 float num69 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2280 float num70 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2281 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num69, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num70) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2282 }
2283 break;
2284 }
2285 case 16:
2286 {
2288 {
2289 float num63 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2290 float num64 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2291 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num63, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num64) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2292 }
2293 break;
2294 }
2295 case 27:
2296 case 28:
2297 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2298 break;
2299 default:
2300 {
2302 {
2303 float num57 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2304 float num58 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.35f;
2305 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num57, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num58) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(100, 100, 100, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2306 }
2307 break;
2308 }
2309 }
2310 break;
2311 case 2:
2313 {
2314 case 3:
2315 {
2317 {
2318 float num84 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.05f;
2319 float num85 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2320 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num84, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num85) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2321 }
2322 break;
2323 }
2324 case 6:
2325 {
2327 {
2328 float num90 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2329 float num91 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2330 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num90, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num91) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2331 }
2332 break;
2333 }
2334 case 9:
2335 {
2337 {
2338 float num78 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.3f;
2339 float num79 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.3f;
2340 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num78, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num79) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(100, 100, 100, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2341 }
2342 break;
2343 }
2344 case 11:
2345 {
2347 {
2348 float num87 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2349 float num88 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.15f;
2350 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num87, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num88) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2351 }
2352 break;
2353 }
2354 case 13:
2355 {
2357 {
2358 float num81 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2359 float num82 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2360 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num81, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num82) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2361 }
2362 break;
2363 }
2364 case 28:
2365 case 29:
2366 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2367 break;
2368 default:
2369 {
2371 {
2372 float num75 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2373 float num76 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.35f;
2374 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num75, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num76) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(100, 100, 100, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2375 }
2376 break;
2377 }
2378 }
2379 break;
2380 case 3:
2382 {
2383 case 8:
2384 {
2386 {
2387 float num28 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.075f;
2388 float num29 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.075f;
2389 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num28, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num29) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2390 }
2391 break;
2392 }
2393 case 9:
2394 {
2395 for (
int m = 0;
m < 3;
m++)
2396 {
2397 float num17 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.05f;
2398 float num18 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2399 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num17, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num18) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2400 }
2401 break;
2402 }
2403 case 11:
2404 {
2406 {
2407 float num22 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.3f;
2408 float num23 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.3f;
2409 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num22, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num23) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2410 }
2411 break;
2412 }
2413 case 15:
2414 {
2416 {
2417 float num31 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2418 float num32 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.15f;
2419 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num31, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num32) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2420 }
2421 break;
2422 }
2423 case 17:
2424 case 20:
2425 {
2427 {
2428 float num25 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.075f;
2429 float num26 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.075f;
2430 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num25, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num26) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2431 }
2432 break;
2433 }
2434 case 18:
2435 {
2436 for (
int n = 0;
n < 8;
n++)
2437 {
2438 float num19 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2439 float num20 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2440 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num19, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num20) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2441 }
2442 break;
2443 }
2444 case 34:
2445 case 35:
2446 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2447 break;
2448 default:
2449 {
2450 for (
int l = 0;
l < 7;
l++)
2451 {
2452 float num15 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2453 float num16 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.35f;
2454 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num15, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num16) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(100, 100, 100, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2455 }
2456 break;
2457 }
2458 }
2459 break;
2460 case 4:
2462 {
2463 case 1:
2464 {
2466 {
2467 float num51 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2468 float num52 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2469 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num51, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num52) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2470 }
2471 break;
2472 }
2473 case 2:
2474 case 4:
2475 {
2477 {
2478 float num37 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.075f;
2479 float num38 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.075f;
2480 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num37, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num38) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2481 }
2482 break;
2483 }
2484 case 3:
2485 {
2487 {
2488 float num45 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.2f;
2489 float num46 = (float)Utils.RandomInt(
ref seed2, -20, 1) * 0.35f;
2490 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num45, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num46) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(100, 100, 100, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2491 }
2492 break;
2493 }
2494 case 5:
2495 {
2497 {
2498 float num54 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.3f;
2499 float num55 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.3f;
2500 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num54, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num55) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2501 }
2502 break;
2503 }
2504 case 9:
2505 {
2507 {
2508 float num48 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2509 float num49 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.15f;
2510 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num48, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num49) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2511 }
2512 break;
2513 }
2514 case 13:
2515 {
2517 {
2518 float num42 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2519 float num43 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.1f;
2520 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num42, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num43) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2521 }
2522 break;
2523 }
2524 case 12:
2525 {
2526 float num39 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.01f;
2527 float num40 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.01f;
2528 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num39, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num40) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(Utils.RandomInt(
ref seed2, 90, 111), Utils.RandomInt(
ref seed2, 90, 111), Utils.RandomInt(
ref seed2, 90, 111), 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2529 break;
2530 }
2531 case 28:
2532 case 29:
2533 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2534 break;
2535 default:
2536 {
2538 {
2539 float num34 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2540 float num35 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.35f;
2541 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num34, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num35) +
screenOffset,
new Rectangle(
drawData.tileFrameX +
drawData.addFrX,
drawData.tileFrameY +
drawData.addFrY,
drawData.tileWidth,
drawData.tileHeight),
new Color(100, 100, 100, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2542 }
2543 break;
2544 }
2545 }
2546 break;
2547 case 13:
2548 {
2549 int num95 = drawData.tileFrameY / 36;
2551 {
2552 case 1:
2553 case 3:
2554 case 6:
2555 case 8:
2556 case 19:
2557 case 27:
2558 case 29:
2559 case 30:
2560 case 31:
2561 case 32:
2562 case 36:
2563 case 39:
2564 {
2566 {
2567 float num103 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2568 float num104 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.35f;
2569 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num103, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num104) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(100, 100, 100, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2570 }
2571 break;
2572 }
2573 case 2:
2574 case 16:
2575 case 25:
2576 {
2578 {
2579 float num100 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2581 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num100, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num101) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(50, 50, 50, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2582 }
2583 break;
2584 }
2585 default:
2587 {
2588 case 29:
2589 {
2591 {
2592 float num97 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2593 float num98 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.15f;
2594 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num97, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num98) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(25, 25, 25, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2595 }
2596 break;
2597 }
2598 case 34:
2599 case 35:
2600 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(75, 75, 75, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2601 break;
2602 }
2603 break;
2604 }
2605 break;
2606 }
2607 default:
2608 {
2611 {
2612 switch (
drawData.tileCache.frameY / 22)
2613 {
2614 case 14:
2615 color4 =
new Color((
float)Main.DiscoR / 255f, (
float)Main.DiscoG / 255f, (
float)Main.DiscoB / 255f, 0f);
2616 break;
2617 case 22:
2619 break;
2620 case 23:
2622 break;
2623 }
2624 }
2625 if (
drawData.tileCache.type == 646)
2626 {
2628 }
2629 for (
int k = 0;
k < 7;
k++)
2630 {
2631 float num13 = (float)Utils.RandomInt(
ref seed2, -10, 11) * 0.15f;
2632 float num14 = (float)Utils.RandomInt(
ref seed2, -10, 1) * 0.35f;
2633 Main.spriteBatch.Draw(TextureAssets.Flames[
num12].Value,
new Vector2((
float)(
tileX * 16 - (int)screenPosition.
X) - ((float)
drawData.tileWidth - 16f) / 2f +
num13, (float)(
tileY * 16 - (
int)screenPosition.Y +
drawData.tileTop) +
num14) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
color4, 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2634 }
2635 break;
2636 }
2637 }
2638 }
2640 {
2641 Main.spriteBatch.Draw(TextureAssets.Timer.Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(200, 200, 200, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2642 }
2644 {
2645 Main.spriteBatch.Draw(TextureAssets.SunAltar.Value,
new Vector2((
float)(
tileX * 16 - (
int)screenPosition.
X) - ((
float)
drawData.tileWidth - 16f) / 2f,
tileY * 16 - (
int)screenPosition.
Y +
drawData.tileTop) +
screenOffset,
new Rectangle(
drawData.tileFrameX,
drawData.tileFrameY,
drawData.tileWidth,
drawData.tileHeight),
new Color(Main.mouseTextColor / 2, Main.mouseTextColor / 2, Main.mouseTextColor / 2, 0), 0f,
_zero, 1f,
drawData.tileSpriteEffect, 0f);
2646 }
2648 {
2649 return;
2650 }
2651 int num105 = drawData.tileFrameY / 54;
2653 {
2658 Color color5 =
new Color(Main.mouseTextColor, Main.mouseTextColor, Main.mouseTextColor, 0);
2660 {
2662 }
2664 }
2665 }
static readonly Vector2 _zero
TileFlameData GetTileFlameData(int tileX, int tileY, int type, int tileFrameY)