57936 {
57937 float num = 40f;
57939 {
57940 num = 30f;
57941 }
57944 {
57946 return;
57947 }
57952 Point point =
base.TopLeft.ToTileCoordinates();
57954 int num2 = point.X / 2 + point2.X / 2;
57956 if ((
int)
ai[0] % 3 != 0)
57957 {
57958 return;
57959 }
57960 int num4 = (int)
ai[0] / 3;
57961 for (
int i = point.
X;
i <=
point2.X;
i++)
57962 {
57964 {
57966 {
57967 continue;
57968 }
57971 {
57972 continue;
57973 }
57976 {
57977 continue;
57978 }
57980 for (
int k = 0;
k <
num5;
k++)
57981 {
57983 obj.velocity.Y -= 3f + (float)
num4 * 1.5f;
57984 obj.velocity.Y *= Main.rand.NextFloat();
57985 obj.velocity.Y *= 0.75f;
57986 obj.scale += (float)
num4 * 0.03f;
57987 }
57989 {
57991 {
57993 newColor.A = 150;
57994 for (
int l = 0;
l <
num5 - 1;
l++)
57995 {
57997 Main.dust[
num6].velocity.Y -= 0.1f + (float)
num4 * 0.5f;
57998 Main.dust[
num6].velocity.Y *= Main.rand.NextFloat();
57999 Main.dust[
num6].velocity.X *= Main.rand.NextFloatDirection() * 3f;
58000 Main.dust[
num6].position =
new Vector2(i * 16 + Main.rand.Next(16),
j * 16 + Main.rand.Next(16));
58001 if (Main.rand.Next(3) != 0)
58002 {
58003 Main.dust[
num6].velocity *= 0.5f;
58004 Main.dust[
num6].noGravity =
true;
58005 }
58006 }
58007 }
58008 else
58009 {
58010 for (
int m = 0;
m <
num5 - 1;
m++)
58011 {
58013 obj2.velocity.Y -= 1f + (float)
num4;
58014 obj2.velocity.Y *= Main.rand.NextFloat();
58015 obj2.velocity.Y *= 0.75f;
58016 }
58017 }
58018 }
58019 if (
num5 <= 0 || Main.rand.Next(3) == 0)
58020 {
58021 continue;
58022 }
58025 {
58027 newColor2.A = 150;
58028 for (
int n = 0;
n < 3;
n++)
58029 {
58031 Main.dust[
num8].velocity.Y -= 0.1f + (float)
num4 * 0.5f +
num7 * (
float)
num4 * 1f;
58032 Main.dust[
num8].velocity.Y *= Main.rand.NextFloat();
58033 Main.dust[
num8].velocity.X *= Main.rand.NextFloatDirection() * 3f;
58034 Main.dust[
num8].position =
new Vector2(i * 16 + 20,
j * 16 + 20);
58035 if (Main.rand.Next(3) != 0)
58036 {
58037 Main.dust[
num8].velocity *= 0.5f;
58038 Main.dust[
num8].noGravity =
true;
58039 }
58040 }
58041 }
58042 else
58043 {
58045 gore.velocity.Y -= 0.1f + (float)
num4 * 0.5f +
num7 * (
float)
num4 * 1f;
58046 gore.velocity.Y *= Main.rand.NextFloat();
58047 gore.position =
new Vector2(i * 16 + 20,
j * 16 + 20);
58048 }
58049 }
58050 }
58051 }
static float Lerp(float value1, float value2, float amount)
static double Abs(double value)
static float Distance(Vector2 value1, Vector2 value2)