8074 {
8085 int type = tile.type;
8088 bool flag = false;
8090 {
8091 vector.Y -= 8f;
8092 vector2.Y -= 8f;
8093 }
8102 {
8103 case 34:
8104 case 126:
8107 switch (tile.frameY / 54 + tile.frameX / 108 * 37)
8108 {
8109 case 9:
8114 break;
8115 case 11:
8117 break;
8118 case 12:
8121 break;
8122 case 18:
8125 break;
8126 case 21:
8129 break;
8130 case 23:
8132 break;
8133 case 25:
8137 break;
8138 case 32:
8140 break;
8141 case 33:
8143 break;
8144 case 35:
8146 break;
8147 case 36:
8151 break;
8152 case 37:
8157 break;
8158 case 39:
8162 break;
8163 case 40:
8164 case 41:
8165 case 42:
8166 case 43:
8171 break;
8172 case 44:
8175 break;
8176 }
8177 break;
8178 case 42:
8181 switch (tile.frameY / 36)
8182 {
8183 case 0:
8186 break;
8187 case 9:
8189 break;
8190 case 12:
8193 break;
8194 case 14:
8197 break;
8198 case 28:
8201 break;
8202 case 30:
8204 break;
8205 case 32:
8207 break;
8208 case 33:
8210 break;
8211 case 34:
8214 break;
8215 case 35:
8217 break;
8218 case 38:
8221 break;
8222 case 39:
8226 break;
8227 case 40:
8228 case 41:
8229 case 42:
8230 case 43:
8235 break;
8236 }
8237 break;
8238 case 95:
8239 case 270:
8240 case 271:
8241 case 444:
8242 case 454:
8243 case 572:
8244 case 581:
8245 case 660:
8248 break;
8249 case 591:
8252 break;
8253 case 592:
8256 texture2D = TextureAssets.GlowMask[294].Value;
8257 color =
new Color(255, 255, 255, 0);
8258 break;
8259 }
8261 {
8263 }
8266 {
8268 }
8271 {
8273 {
8277 {
8278 continue;
8279 }
8281 short tileFrameX =
tile2.frameX;
8282 short tileFrameY =
tile2.frameY;
8285 {
8287 }
8289 {
8291 }
8293 {
8295 }
8296 GetTileDrawData(i,
j,
tile2,
type2,
ref tileFrameX,
ref tileFrameY,
out var tileWidth,
out var tileHeight,
out var tileTop,
out var halfBrickHeight,
out var addFrX,
out var addFrY,
out var tileSpriteEffect,
out var _,
out var _,
out var _);
8298 Color tileLight = Lighting.GetColor(i,
j);
8302 {
8304 }
8311 {
8316 {
8318 _ = ((float)((i +
j) % 200) * 0.11f + (
float)Main.timeForVisualEffects / 360f) % 1f;
8321 }
8324 {
8326 Color color2 = Main.hslToRgb(((
float)((
i +
j) % 200) * 0.11f + (float)Main.timeForVisualEffects / 360f) % 1f, 1f, 0.8f);
8327 color2.A = 127;
8331 Main.spriteBatch.Draw(
value2, position,
value3,
color2, rotation, origin, 1f, tileSpriteEffect, 0f);
8332 }
8334 {
8336 }
8339 {
8341 }
8342 tileFlameData.flameSeed =
num6;
8344 {
8348 }
8349 }
8350 }
8351 }
8352 }
static double Abs(double value)
Color DrawTiles_GetLightOverride(int j, int i, Tile tileCache, ushort typeCache, short tileFrameX, short tileFrameY, Color tileLight)
float GetHighestWindGridPushComplex(int topLeftX, int topLeftY, int sizeX, int sizeY, int totalPushTime, float pushForcePerFrame, int loops, bool swapLoopDir)
double _sunflowerWindCounter
TileFlameData GetTileFlameData(int tileX, int tileY, int type, int tileFrameY)
Texture2D GetTileDrawTexture(Tile tile, int tileX, int tileY)
void DrawTiles_EmitParticles(int j, int i, Tile tileCache, ushort typeCache, short tileFrameX, short tileFrameY, Color tileLight)
void GetTileDrawData(int x, int y, Tile tileCache, ushort typeCache, ref short tileFrameX, ref short tileFrameY, out int tileWidth, out int tileHeight, out int tileTop, out int halfBrickHeight, out int addFrX, out int addFrY, out SpriteEffects tileSpriteEffect, out Texture2D glowTexture, out Rectangle glowSourceRect, out Color glowColor)
bool _isActiveAndNotPaused
float GetWindCycle(int x, int y, double windCounter)
bool InAPlaceWithWind(int x, int y, int width, int height)
void DrawAnimatedTile_AdjustForVisionChangers(int i, int j, Tile tileCache, ushort typeCache, short tileFrameX, short tileFrameY, ref Color tileLight, bool canDoDust)
bool IsVisible(Tile tile)