1209 {
1212 int num = 50;
1214 if (
NPC.waveNumber > 1)
1215 {
1217 }
1218 if (
NPC.waveNumber > 3)
1219 {
1221 }
1222 if (
NPC.waveNumber > 5)
1223 {
1225 }
1227 if (
NPC.waveNumber > 4)
1228 {
1230 }
1233 if (
NPC.waveNumber > 3)
1234 {
1236 }
1238 if (
NPC.waveNumber > 5)
1239 {
1241 }
1242 for (
int i = 1;
i < Main.CurrentFrameFlags.ActivePlayersCount;
i++)
1243 {
1244 num = (int)((double)num * 1.3);
1246 num5 = (int)((
double)num * 1.3);
1247 num6 = (int)((
double)num * 1.35);
1248 }
1251 switch (
NPC.waveNumber)
1252 {
1253 case 1:
1254 if (Main.rand.Next(20) == 0 &&
NPC.CountNPCS(562) <
num2)
1255 {
1257 }
1258 else if (
NPC.CountNPCS(553) < num)
1259 {
1261 }
1262 break;
1263 case 2:
1264 if (Main.rand.Next(3) == 0 &&
NPC.CountNPCS(572) <
num5)
1265 {
1267 }
1268 else if (Main.rand.Next(8) == 0 &&
NPC.CountNPCS(562) <
num2)
1269 {
1271 }
1272 else if (
NPC.CountNPCS(553) < num)
1273 {
1275 }
1276 break;
1277 case 3:
1278 if (Main.rand.Next(7) == 0 &&
NPC.CountNPCS(572) <
num5)
1279 {
1281 }
1282 else if (Main.rand.Next(10) == 0 &&
NPC.CountNPCS(559) <
num3)
1283 {
1285 }
1286 else if (Main.rand.Next(8) == 0 &&
NPC.CountNPCS(562) <
num2)
1287 {
1289 }
1290 else if (
NPC.CountNPCS(553) +
NPC.CountNPCS(556) < num)
1291 {
1292 if (Main.rand.Next(4) == 0)
1293 {
1295 }
1297 }
1298 break;
1299 case 4:
1300 if (Main.rand.Next(10) == 0 &&
NPC.CountNPCS(570) <
num6)
1301 {
1303 }
1304 else if (Main.rand.Next(12) == 0 &&
NPC.CountNPCS(559) <
num3)
1305 {
1307 }
1308 else if (Main.rand.Next(6) == 0 &&
NPC.CountNPCS(562) <
num2)
1309 {
1311 }
1312 else if (Main.rand.Next(3) == 0 &&
NPC.CountNPCS(572) <
num5)
1313 {
1315 }
1316 else if (
NPC.CountNPCS(553) < num)
1317 {
1319 }
1320 break;
1321 case 5:
1322 if (Main.rand.Next(7) == 0 &&
NPC.CountNPCS(570) <
num6)
1323 {
1325 }
1326 else if (Main.rand.Next(10) == 0 &&
NPC.CountNPCS(559) <
num3)
1327 {
1329 }
1330 else if (Main.rand.Next(4) == 0 &&
NPC.CountNPCS(572) +
NPC.CountNPCS(574) <
num5)
1331 {
1333 }
1334 else if (
NPC.CountNPCS(553) +
NPC.CountNPCS(556) < num)
1335 {
1336 if (Main.rand.Next(3) == 0)
1337 {
1339 }
1341 }
1342 break;
1343 case 6:
1344 if (Main.rand.Next(7) == 0 &&
NPC.CountNPCS(570) <
num6)
1345 {
1347 }
1348 else if (Main.rand.Next(17) == 0 &&
NPC.CountNPCS(568) <
num4)
1349 {
1351 }
1352 else if (Main.rand.Next(5) == 0 &&
NPC.CountNPCS(572) +
NPC.CountNPCS(574) <
num5)
1353 {
1355 }
1356 else if (Main.rand.Next(9) == 0 &&
NPC.CountNPCS(559) <
num3)
1357 {
1359 }
1360 else if (Main.rand.Next(3) == 0 &&
NPC.CountNPCS(562) <
num2)
1361 {
1363 }
1364 else if (
NPC.CountNPCS(553) +
NPC.CountNPCS(556) < num)
1365 {
1366 if (Main.rand.Next(3) != 0)
1367 {
1369 }
1371 }
1372 break;
1373 case 7:
1374 {
1377 {
1379 }
1380 else if (Main.rand.Next(7) == 0 &&
NPC.CountNPCS(570) <
num6)
1381 {
1383 }
1384 else if (Main.rand.Next(17) == 0 &&
NPC.CountNPCS(568) <
num4)
1385 {
1387 }
1388 else if (Main.rand.Next(7) == 0 &&
NPC.CountNPCS(572) +
NPC.CountNPCS(574) <
num5)
1389 {
1391 }
1392 else if (Main.rand.Next(11) == 0 &&
NPC.CountNPCS(559) <
num3)
1393 {
1395 }
1396 else if (
NPC.CountNPCS(553) +
NPC.CountNPCS(556) < num)
1397 {
1398 if (Main.rand.Next(2) == 0)
1399 {
1401 }
1403 }
1404 break;
1405 }
1406 default:
1408 break;
1409 }
1410 if (Main.netMode == 2 &&
num7 < 200)
1411 {
1412 NetMessage.SendData(23, -1, -1,
null,
num7);
1413 }
1414 if (Main.netMode == 2 &&
num8 < 200)
1415 {
1416 NetMessage.SendData(23, -1, -1,
null,
num8);
1417 }
1418 }
static void GetInvasionStatus(out int currentWave, out int requiredKillCount, out int currentKillCount, bool currentlyInCheckProgress=false)
static IEntitySource GetSpawnSource_OldOnesArmy()