1262 {
1263 if (!Main.mapFullscreen)
1264 {
1265 result =
new Point(-1, -1);
1266 return false;
1267 }
1268 float num = 0f;
1271 _ = Main.maxTilesX / Main.textureMaxWidth;
1272 _ = Main.maxTilesY / Main.textureMaxHeight;
1275 float num6 = Main.maxTilesX - 10;
1276 float num7 = Main.maxTilesY - 10;
1277 num = 200f;
1279 num3 = Main.mapFullscreenScale;
1280 float num8 = (float)Main.screenWidth / (
float)Main.maxTilesX * 0.8f;
1281 if (Main.mapFullscreenScale <
num8)
1282 {
1283 Main.mapFullscreenScale =
num8;
1284 }
1285 if (Main.mapFullscreenScale > 16f)
1286 {
1287 Main.mapFullscreenScale = 16f;
1288 }
1289 num3 = Main.mapFullscreenScale;
1290 if (Main.mapFullscreenPos.X <
num4)
1291 {
1292 Main.mapFullscreenPos.X =
num4;
1293 }
1294 if (Main.mapFullscreenPos.X >
num6)
1295 {
1296 Main.mapFullscreenPos.X =
num6;
1297 }
1298 if (Main.mapFullscreenPos.Y <
num5)
1299 {
1300 Main.mapFullscreenPos.Y =
num5;
1301 }
1302 if (Main.mapFullscreenPos.Y >
num7)
1303 {
1304 Main.mapFullscreenPos.Y =
num7;
1305 }
1306 float x = Main.mapFullscreenPos.X;
1307 float y = Main.mapFullscreenPos.Y;
1310 num = 0f -
num9 + (float)(Main.screenWidth / 2);
1311 num2 = 0f - y + (float)(Main.screenHeight / 2);
1314 float num10 = Main.maxTilesX / 840;
1315 num10 *= Main.mapFullscreenScale;
1320 if (Main.maxTilesX == 8400)
1321 {
1329 if ((
double)
num10 < 1.2)
1330 {
1332 }
1333 }
1334 else if (Main.maxTilesX == 6400)
1335 {
1343 if ((
double)
num10 < 1.2)
1344 {
1346 }
1347 }
1348 else if (Main.maxTilesX == 6300)
1349 {
1357 if ((
double)
num10 < 1.2)
1358 {
1360 }
1361 }
1362 else if (Main.maxTilesX == 4200)
1363 {
1371 }
1373 {
1374 case 0:
1375 {
1378 bool flag = false;
1380 {
1381 flag = true;
1382 }
1384 {
1385 flag = true;
1386 }
1388 {
1389 flag = true;
1390 }
1392 {
1393 flag = true;
1394 }
1395 if (!flag)
1396 {
1398 return true;
1399 }
1400 result =
new Point(-1, -1);
1401 return false;
1402 }
1403 case 1:
1404 {
1408 return true;
1409 }
1410 default:
1411 result =
new Point(-1, -1);
1412 return false;
1413 }
1414 }
static Asset< Texture2D > Map