372 int num22 = tile.frameX / 18;
373 if (num22 >= 30 && num22 <= 32)
634 R = shimmerBaseColor.
X;
635 G = shimmerBaseColor.
Y;
636 B = shimmerBaseColor.
Z;
680 num18 += (float)localRandom.Next(0, 50) * 0.0005f;
690 int num12 = x - tile.frameX / 18;
691 int num13 = y - tile.frameY / 18;
692 int num14 = num12 / 2 * (num13 / 3);
695 if (tile.
type == 316)
710 if (tile.
type == 317)
725 if (tile.
type == 318)
744 int num6 = tile.frameX / 18;
745 bool flag = num6 % 2 >= 1;
746 bool flag2 = num6 % 4 >= 2;
747 bool flag3 = num6 % 8 >= 4;
748 bool num7 = num6 % 16 >= 8;
778 R = (float)(
int)color.R / 255f;
779 G = (float)(
int)color.G / 255f;
780 B = (float)(
int)color.B / 255f;
873 if ((
double)lightColor.X < 0.5)
877 if ((
double)lightColor.Z < 0.5)
883 if ((
double)lightColor.X < 0.6)
887 if ((
double)lightColor.Y < 0.6)
895 float num21 = (float)localRandom.Next(28, 42) * 0.005f;
938 float num20 = (float)localRandom.Next(28, 42) * 0.005f;
1037 float num19 = (float)localRandom.Next(28, 42) * 0.005f;
1064 if (tile.
frameX / 54 >= 7)
1080 switch (tile.
frameY / 54)
1300 switch (tile.
frameY / 22)
1481 switch (tile.
frameY / 36)
1661 if (tile.
frameX % 108 < 54)
1663 int num17 = tile.frameY / 54;
1664 switch (num17 + 37 * (tile.
frameX / 108))
1888 switch ((
Main.
tile[x, y].frameY & 0x3C00) >> 10)
1948 switch (tile.
frameY / 36)
1987 float num16 = Main.demonTorch * 0.2f;
2002 B += Main.demonTorch * 0.2f;
2003 R -= Main.demonTorch * 0.1f;
2004 G -= Main.demonTorch * 0.2f;
2164 if (tile.
color() == 0)
2166 float num15 = (float)localRandom.Next(28, 42) * 0.005f;
2169 G = 0.2f + num15 / 2f;
2175 R = (float)(
int)color3.R / 255f;
2176 G = (float)(
int)color3.G / 255f;
2177 B = (float)(
int)color3.B / 255f;
2191 float num11 = (float)localRandom.Next(28, 42) * 0.005f;
2193 if (tile.
color() == 0)
2196 G = 0.2f + num11 / 2f;
2202 R = (float)(
int)color2.R / 255f;
2203 G = (float)(
int)color2.G / 255f;
2204 B = (float)(
int)color2.B / 255f;
2210 double num10 = Main.timeForVisualEffects * 0.08;
2211 B = (
G = (
R = (float)((0.0 -
Math.
Cos(((
int)(num10 / 6.283) % 3 == 1) ? num10 : 0.0)) * 0.1 + 0.1)));
2226 if ((tile.
type == 31 && tile.
frameX >= 36) || (tile.type == 26 && tile.frameX >= 54))
2228 float num4 = (float)localRandom.Next(-5, 6) * 0.0025f;
2229 R = 0.5f + num4 * 2f;
2235 float num5 = (float)localRandom.Next(-5, 6) * 0.0025f;
2238 B = 0.44f + num5 * 2f;
2243 int num2 = tile.frameX / 18;
2299 float num = (float)localRandom.Next(28, 42) * 0.01f;
2301 G = (lightColor.Y = 0.3f * num);
2302 B = (lightColor.Z = 0.6f * num);
2306 switch (tile.
frameX / 18 % 3)
2328 switch (tile.
frameX / 18)
2346 R *= (float)localRandom.Next(970, 1031) * 0.001f;
2347 G *= (float)localRandom.Next(970, 1031) * 0.001f;
2348 B *= (float)localRandom.Next(970, 1031) * 0.001f;
2363 if (lightColor.X <
R)
2367 if (lightColor.Y <
G)
2371 if (lightColor.Z <
B)
2382 float num4 = (float)(
int)Main.tileColor.R / 255f;
2383 float num5 = (float)(
int)Main.tileColor.G / 255f;
2384 float num6 = (float)(
int)Main.tileColor.B / 255f;
2385 float num7 = (num4 + num5 + num6) / 3f;
2420 int num8 = tile.wall - 88;
2421 if (tile.
wall == 241)
2455 float num10 = 0.7f - num9;
2456 num *= num10 + (float)
Main.
DiscoR / 255f * num9;
2457 num2 *= num10 + (float)
Main.
DiscoG / 255f * num9;
2458 num3 *= num10 + (float)
Main.
DiscoB / 255f * num9;
2472 if (lightColor.X < num)
2476 if (lightColor.Y < num2)
2478 lightColor.Y = num2;
2480 if (lightColor.Z < num3)
2482 lightColor.Z = num3;