164 {
165 float num = 0f;
166 float num2 = 0f;
167 float num3 = 0f;
168 switch (tile.wall)
169 {
170 case 182:
172 {
173 num = 0.24f;
174 num2 = 0.12f;
175 num3 = 0.089999996f;
176 }
177 break;
178 case 33:
180 {
181 num = 0.089999996f;
182 num2 = 0.052500002f;
183 num3 = 0.24f;
184 }
185 break;
186 case 174:
188 {
189 num = 0.2975f;
190 }
191 break;
192 case 175:
194 {
195 num = 0.075f;
196 num2 = 0.15f;
197 num3 = 0.4f;
198 }
199 break;
200 case 176:
202 {
203 num = 0.1f;
204 num2 = 0.1f;
205 num3 = 0.1f;
206 }
207 break;
208 case 137:
210 {
211 float num4 = 0.4f;
212 num4 += (float)(270 - Main.mouseTextColor) / 1500f;
213 num4 += (float)localRandom.Next(0, 50) * 0.0005f;
214 num = 1f * num4;
215 num2 = 0.5f * num4;
216 num3 = 0.1f * num4;
217 }
218 break;
219 case 44:
221 {
222 num = (float)Main.DiscoR / 255f * 0.15f;
223 num2 = (float)Main.DiscoG / 255f * 0.15f;
224 num3 = (float)Main.DiscoB / 255f * 0.15f;
225 }
226 break;
227 case 154:
228 num = 0.6f;
229 num3 = 0.6f;
230 break;
231 case 166:
232 num = 0.6f;
233 num2 = 0.6f;
234 break;
235 case 165:
236 num3 = 0.6f;
237 break;
238 case 156:
239 num2 = 0.6f;
240 break;
241 case 164:
242 num = 0.6f;
243 break;
244 case 155:
245 num = 0.6f;
246 num2 = 0.6f;
247 num3 = 0.6f;
248 break;
249 case 153:
250 num = 0.6f;
251 num2 = 0.3f;
252 break;
253 case 341:
255 {
256 num = 0.25f;
257 num2 = 0.1f;
258 num3 = 0f;
259 }
260 break;
261 case 343:
263 {
264 num = 0f;
265 num2 = 0.25f;
266 num3 = 0f;
267 }
268 break;
269 case 344:
271 {
272 num = 0f;
273 num2 = 0.16f;
274 num3 = 0.34f;
275 }
276 break;
277 case 342:
279 {
280 num = 0.3f;
281 num2 = 0f;
282 num3 = 0.17f;
283 }
284 break;
285 case 345:
287 {
288 num = 0.3f;
289 num2 = 0f;
290 num3 = 0.35f;
291 }
292 break;
293 case 346:
295 {
296 num = (float)Main.DiscoR / 255f * 0.25f;
297 num2 = (float)Main.DiscoG / 255f * 0.25f;
298 num3 = (float)Main.DiscoB / 255f * 0.25f;
299 }
300 break;
301 }
302 if (lightColor.X < num)
303 {
304 lightColor.X = num;
305 }
306 if (lightColor.Y < num2)
307 {
308 lightColor.Y = num2;
309 }
310 if (lightColor.Z < num3)
311 {
312 lightColor.Z = num3;
313 }
314 }
bool LightIsBlocked(Tile tile)