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)