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

void Terraria.GameContent.Drawing.TileDrawing.DrawAnimatedTile_AdjustForVisionChangers ( int i,
int j,
Tile tileCache,
ushort typeCache,
short tileFrameX,
short tileFrameY,
ref Color tileLight,
bool canDoDust )
inlineprivate

Definition at line 7358 of file TileDrawing.cs.

7359 {
7360 if (_localPlayer.dangerSense && IsTileDangerous(_localPlayer, tileCache, typeCache))
7361 {
7362 if (tileLight.R < byte.MaxValue)
7363 {
7364 tileLight.R = byte.MaxValue;
7365 }
7366 if (tileLight.G < 50)
7367 {
7368 tileLight.G = 50;
7369 }
7370 if (tileLight.B < 50)
7371 {
7372 tileLight.B = 50;
7373 }
7374 if (_isActiveAndNotPaused && canDoDust && _rand.Next(30) == 0)
7375 {
7376 int num = Dust.NewDust(new Vector2(i * 16, j * 16), 16, 16, 60, 0f, 0f, 100, default(Color), 0.3f);
7377 _dust[num].fadeIn = 1f;
7378 _dust[num].velocity *= 0.1f;
7379 _dust[num].noLight = true;
7380 _dust[num].noGravity = true;
7381 }
7382 }
7383 if (_localPlayer.findTreasure && Main.IsTileSpelunkable(typeCache, tileFrameX, tileFrameY))
7384 {
7385 if (tileLight.R < 200)
7386 {
7387 tileLight.R = 200;
7388 }
7389 if (tileLight.G < 170)
7390 {
7391 tileLight.G = 170;
7392 }
7393 if (_isActiveAndNotPaused && _rand.Next(60) == 0 && canDoDust)
7394 {
7395 int num2 = Dust.NewDust(new Vector2(i * 16, j * 16), 16, 16, 204, 0f, 0f, 150, default(Color), 0.3f);
7396 _dust[num2].fadeIn = 1f;
7397 _dust[num2].velocity *= 0.1f;
7398 _dust[num2].noLight = true;
7399 }
7400 }
7402 {
7403 return;
7404 }
7406 if (Main.IsTileBiomeSightable(typeCache, tileFrameX, tileFrameY, ref sightColor))
7407 {
7408 if (tileLight.R < sightColor.R)
7409 {
7410 tileLight.R = sightColor.R;
7411 }
7412 if (tileLight.G < sightColor.G)
7413 {
7414 tileLight.G = sightColor.G;
7415 }
7416 if (tileLight.B < sightColor.B)
7417 {
7418 tileLight.B = sightColor.B;
7419 }
7420 if (_isActiveAndNotPaused && canDoDust && _rand.Next(480) == 0)
7421 {
7423 int num3 = Dust.NewDust(new Vector2(i * 16, j * 16), 16, 16, 267, 0f, 0f, 150, newColor, 0.3f);
7424 _dust[num3].noGravity = true;
7425 _dust[num3].fadeIn = 1f;
7426 _dust[num3].velocity *= 0.1f;
7427 _dust[num3].noLightEmittence = true;
7428 }
7429 }
7430 }
bool noGravity
Definition Dust.cs:26
bool noLightEmittence
Definition Dust.cs:34
bool noLight
Definition Dust.cs:32
float fadeIn
Definition Dust.cs:24
Vector2 velocity
Definition Dust.cs:22
static bool IsTileDangerous(Player localPlayer, Tile tileCache, ushort typeCache)
bool dangerSense
Definition Player.cs:893
bool findTreasure
Definition Player.cs:2351

References Terraria.GameContent.Drawing.TileDrawing._dust, Terraria.GameContent.Drawing.TileDrawing._isActiveAndNotPaused, Terraria.GameContent.Drawing.TileDrawing._localPlayer, Terraria.GameContent.Drawing.TileDrawing._rand, Terraria.Player.biomeSight, Terraria.Player.dangerSense, Terraria.Dust.fadeIn, Terraria.Player.findTreasure, Terraria.Main.IsTileBiomeSightable(), Terraria.GameContent.Drawing.TileDrawing.IsTileDangerous(), Terraria.Main.IsTileSpelunkable(), Terraria.Dust.NewDust(), Terraria.Utilities.UnifiedRandom.Next(), Terraria.Dust.noGravity, Terraria.Dust.noLight, Terraria.Dust.noLightEmittence, Microsoft.Xna.Framework.Graphics.Vector2, Terraria.Dust.velocity, and Microsoft.Xna.Framework.Color.White.

Referenced by Terraria.GameContent.Drawing.TileDrawing.DrawAnyDirectionalGrass(), Terraria.GameContent.Drawing.TileDrawing.DrawGrass(), Terraria.GameContent.Drawing.TileDrawing.DrawMultiTileGrassInWind(), and Terraria.GameContent.Drawing.TileDrawing.DrawMultiTileVinesInWind().