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

void Terraria.GameContent.Drawing.TileDrawing.DrawSingleTile_Flames ( Vector2 screenPosition,
Vector2 screenOffset,
int tileX,
int tileY,
TileDrawInfo drawData )
inlineprivate

Definition at line 2036 of file TileDrawing.cs.

2037 {
2038 if (drawData.typeCache == 548 && drawData.tileFrameX / 54 > 6)
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 }
2042 if (drawData.typeCache == 613)
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 }
2046 if (drawData.typeCache == 614)
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 }
2050 if (drawData.typeCache == 593)
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 }
2054 if (drawData.typeCache == 594)
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 }
2058 if (drawData.typeCache == 215 && drawData.tileFrameY < 36)
2059 {
2060 int num = 15;
2061 Color color = new Color(255, 255, 255, 0);
2062 switch (drawData.tileFrameX / 54)
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 }
2076 if (drawData.typeCache == 85)
2077 {
2078 float graveyardVisualIntensity = Main.GraveyardVisualIntensity;
2079 if (graveyardVisualIntensity > 0f)
2080 {
2081 ulong num2 = Main.TileFrameSeed ^ (ulong)(((long)tileX << 32) | (uint)tileY);
2082 TileFlameData tileFlameData = GetTileFlameData(tileX, tileY, drawData.typeCache, drawData.tileFrameY);
2083 if (num2 == 0L)
2084 {
2085 num2 = tileFlameData.flameSeed;
2086 }
2087 tileFlameData.flameSeed = num2;
2088 Vector2 vector = new Vector2((float)(tileX * 16 - (int)screenPosition.X) - ((float)drawData.tileWidth - 16f) / 2f, tileY * 16 - (int)screenPosition.Y + drawData.tileTop) + screenOffset;
2089 Rectangle value = new Rectangle(drawData.tileFrameX + drawData.addFrX, drawData.tileFrameY, drawData.tileWidth, drawData.tileHeight);
2090 for (int i = 0; i < tileFlameData.flameCount; i++)
2091 {
2092 Color color2 = tileFlameData.flameColor * graveyardVisualIntensity;
2093 float x = (float)Utils.RandomInt(ref tileFlameData.flameSeed, tileFlameData.flameRangeXMin, tileFlameData.flameRangeXMax) * tileFlameData.flameRangeMultX;
2094 float y = (float)Utils.RandomInt(ref tileFlameData.flameSeed, tileFlameData.flameRangeYMin, tileFlameData.flameRangeYMax) * tileFlameData.flameRangeMultY;
2095 for (float num3 = 0f; num3 < 1f; num3 += 0.25f)
2096 {
2097 Main.spriteBatch.Draw(tileFlameData.flameTexture, vector + new Vector2(x, y) + Vector2.UnitX.RotatedBy(num3 * ((float)Math.PI * 2f)) * 2f, value, color2, 0f, _zero, 1f, drawData.tileSpriteEffect, 0f);
2098 }
2099 Main.spriteBatch.Draw(tileFlameData.flameTexture, vector, value, Color.White * graveyardVisualIntensity, 0f, _zero, 1f, drawData.tileSpriteEffect, 0f);
2100 }
2101 }
2102 }
2103 if (drawData.typeCache == 356 && Main.sundialCooldown == 0)
2104 {
2105 Texture2D value2 = TextureAssets.GlowMask[325].Value;
2106 Rectangle value3 = new Rectangle(drawData.tileFrameX, drawData.tileFrameY + drawData.addFrY, drawData.tileWidth, drawData.tileHeight);
2107 Color color3 = new Color(100, 100, 100, 0);
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;
2115 Main.spriteBatch.Draw(value2, new Vector2((float)(tileX * 16 - (int)screenPosition.X) - ((float)drawData.tileWidth - 16f) / 2f + num6, (float)(tileY * 16 - (int)screenPosition.Y + drawData.tileTop) + num7) + screenOffset, value3, color3, 0f, _zero, 1f, drawData.tileSpriteEffect, 0f);
2116 }
2117 }
2118 if (drawData.typeCache == 663 && Main.moondialCooldown == 0)
2119 {
2120 Texture2D value4 = TextureAssets.GlowMask[335].Value;
2121 Rectangle value5 = new Rectangle(drawData.tileFrameX, drawData.tileFrameY + drawData.addFrY, drawData.tileWidth, drawData.tileHeight);
2122 value5.Y += 54 * Main.moonPhase;
2123 Main.spriteBatch.Draw(value4, new Vector2((float)(tileX * 16 - (int)screenPosition.X) - ((float)drawData.tileWidth - 16f) / 2f, tileY * 16 - (int)screenPosition.Y + drawData.tileTop) + screenOffset, value5, Color.White * ((float)(int)Main.mouseTextColor / 255f), 0f, _zero, 1f, drawData.tileSpriteEffect, 0f);
2124 }
2125 if (drawData.typeCache == 286)
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 }
2129 if (drawData.typeCache == 582)
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 }
2133 if (drawData.typeCache == 391)
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 }
2137 if (drawData.typeCache == 619)
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 }
2141 if (drawData.typeCache == 270)
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 }
2145 if (drawData.typeCache == 271)
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 }
2149 if (drawData.typeCache == 581)
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 }
2153 if (drawData.typeCache == 316 || drawData.typeCache == 317 || drawData.typeCache == 318)
2154 {
2155 int num8 = tileX - drawData.tileFrameX / 18;
2156 int num9 = tileY - drawData.tileFrameY / 18;
2157 int num10 = num8 / 2 * (num9 / 3);
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 }
2161 if (drawData.typeCache == 149 && drawData.tileFrameX < 54)
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 }
2165 if (drawData.typeCache == 300 || drawData.typeCache == 302 || drawData.typeCache == 303 || drawData.typeCache == 306)
2166 {
2167 int num11 = 9;
2168 if (drawData.typeCache == 302)
2169 {
2170 num11 = 10;
2171 }
2172 if (drawData.typeCache == 303)
2173 {
2174 num11 = 11;
2175 }
2176 if (drawData.typeCache == 306)
2177 {
2178 num11 = 12;
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;
2186 int num12 = 0;
2187 switch (typeCache)
2188 {
2189 case 4:
2190 num12 = 0;
2191 break;
2192 case 33:
2193 case 174:
2194 num12 = 1;
2195 break;
2196 case 100:
2197 case 173:
2198 num12 = 2;
2199 break;
2200 case 34:
2201 num12 = 3;
2202 break;
2203 case 93:
2204 num12 = 4;
2205 break;
2206 case 49:
2207 num12 = 5;
2208 break;
2209 case 372:
2210 num12 = 16;
2211 break;
2212 case 646:
2213 num12 = 17;
2214 break;
2215 case 98:
2216 num12 = 6;
2217 break;
2218 case 35:
2219 num12 = 7;
2220 break;
2221 case 42:
2222 num12 = 13;
2223 break;
2224 }
2225 switch (num12)
2226 {
2227 case 7:
2228 {
2229 for (int num92 = 0; num92 < 4; num92++)
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;
2233 num93 = 0f;
2234 num94 = 0f;
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:
2240 switch (Main.tile[tileX, tileY].frameY / 22)
2241 {
2242 case 5:
2243 case 6:
2244 case 7:
2245 case 10:
2246 {
2247 for (int num65 = 0; num65 < 7; num65++)
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 {
2257 for (int num71 = 0; num71 < 7; num71++)
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 {
2267 for (int num59 = 0; num59 < 7; num59++)
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 {
2277 for (int num68 = 0; num68 < 8; num68++)
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 {
2287 for (int num62 = 0; num62 < 4; num62++)
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 {
2301 for (int num56 = 0; num56 < 7; num56++)
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:
2312 switch (Main.tile[tileX, tileY].frameY / 36)
2313 {
2314 case 3:
2315 {
2316 for (int num83 = 0; num83 < 3; num83++)
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 {
2326 for (int num89 = 0; num89 < 5; num89++)
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 {
2336 for (int num77 = 0; num77 < 7; num77++)
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 {
2346 for (int num86 = 0; num86 < 7; num86++)
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 {
2356 for (int num80 = 0; num80 < 8; num80++)
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 {
2370 for (int num74 = 0; num74 < 7; num74++)
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:
2381 switch (Main.tile[tileX, tileY].frameY / 54)
2382 {
2383 case 8:
2384 {
2385 for (int num27 = 0; num27 < 7; num27++)
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 {
2405 for (int num21 = 0; num21 < 7; num21++)
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 {
2415 for (int num30 = 0; num30 < 7; num30++)
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 {
2426 for (int num24 = 0; num24 < 7; num24++)
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:
2461 switch (Main.tile[tileX, tileY].frameY / 54)
2462 {
2463 case 1:
2464 {
2465 for (int num50 = 0; num50 < 3; num50++)
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 {
2476 for (int num36 = 0; num36 < 7; num36++)
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 {
2486 for (int num44 = 0; num44 < 7; num44++)
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 {
2496 for (int num53 = 0; num53 < 7; num53++)
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 {
2506 for (int num47 = 0; num47 < 7; num47++)
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 {
2516 for (int num41 = 0; num41 < 8; num41++)
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 {
2537 for (int num33 = 0; num33 < 7; num33++)
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;
2550 switch (num95)
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 {
2565 for (int num102 = 0; num102 < 7; num102++)
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 {
2577 for (int num99 = 0; num99 < 7; num99++)
2578 {
2579 float num100 = (float)Utils.RandomInt(ref seed2, -10, 11) * 0.15f;
2580 float num101 = (float)Utils.RandomInt(ref seed2, -10, 1) * 0.1f;
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:
2586 switch (num95)
2587 {
2588 case 29:
2589 {
2590 for (int num96 = 0; num96 < 7; num96++)
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 {
2609 Color color4 = new Color(100, 100, 100, 0);
2610 if (drawData.tileCache.type == 4)
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:
2618 color4 = new Color(50, 50, 100, 20);
2619 break;
2620 case 23:
2621 color4 = new Color(255, 255, 255, 200);
2622 break;
2623 }
2624 }
2625 if (drawData.tileCache.type == 646)
2626 {
2627 color4 = new Color(100, 100, 100, 150);
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 }
2639 if (drawData.typeCache == 144)
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 }
2643 if (drawData.typeCache == 237)
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 }
2647 if (drawData.typeCache != 658 || drawData.tileFrameX % 36 != 0 || drawData.tileFrameY % 54 != 0)
2648 {
2649 return;
2650 }
2651 int num105 = drawData.tileFrameY / 54;
2652 if (num105 != 2)
2653 {
2654 Texture2D value6 = TextureAssets.GlowMask[334].Value;
2655 Vector2 vector2 = new Vector2(0f, -10f);
2656 Vector2 position = new Vector2((float)(tileX * 16 - (int)screenPosition.X) - (float)drawData.tileWidth / 2f, tileY * 16 - (int)screenPosition.Y + drawData.tileTop) + screenOffset + vector2;
2657 Rectangle value7 = value6.Frame();
2658 Color color5 = new Color(Main.mouseTextColor, Main.mouseTextColor, Main.mouseTextColor, 0);
2659 if (num105 == 0)
2660 {
2661 color5 *= 0.75f;
2662 }
2663 Main.spriteBatch.Draw(value6, position, value7, color5, 0f, _zero, 1f, drawData.tileSpriteEffect, 0f);
2664 }
2665 }
const double PI
Definition Math.cs:16
TileFlameData GetTileFlameData(int tileX, int tileY, int type, int tileFrameY)

References Terraria.GameContent.Drawing.TileDrawing._zero, Terraria.Main.cageFrames, Microsoft.Xna.Framework.Graphics.Color, Terraria.Main.DiscoB, Terraria.Main.DiscoG, Terraria.Main.DiscoR, Terraria.GameContent.TextureAssets.FireflyJar, Terraria.GameContent.TextureAssets.Flames, Terraria.GameContent.Drawing.TileDrawing.GetTileFlameData(), Terraria.GameContent.TextureAssets.GlowMask, Terraria.GameContent.TextureAssets.GlowSnail, Terraria.Main.GraveyardVisualIntensity, Terraria.GameContent.TextureAssets.JellyfishBowl, Terraria.Main.jellyfishCageFrame, System.L, Terraria.GameContent.TextureAssets.LightningbugJar, Terraria.Main.moondialCooldown, Terraria.Main.moonPhase, Terraria.Main.mouseTextColor, System.Math.PI, Terraria.Utils.RandomInt(), Terraria.Main.spriteBatch, Terraria.GameContent.TextureAssets.SunAltar, Terraria.Main.sundialCooldown, Terraria.Main.tile, Terraria.Main.tileFlame, Terraria.GameContent.TextureAssets.Timer, Microsoft.Xna.Framework.Vector2.UnitX, System.value, Microsoft.Xna.Framework.Graphics.Vector2, Microsoft.Xna.Framework.Color.White, Microsoft.Xna.Framework.Vector2.X, Terraria.GameContent.TextureAssets.XmasLight, and Microsoft.Xna.Framework.Vector2.Y.

Referenced by Terraria.GameContent.Drawing.TileDrawing.DrawBasicTile().