Terraria v1.4.4.9
Terraria source code documentation
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◆ HitWallSubstep()

static bool Terraria.Collision.HitWallSubstep ( int x,
int y )
inlinestatic

Definition at line 1100 of file Collision.cs.

1101 {
1102 if (Main.tile[x, y].wall == 0)
1103 {
1104 return false;
1105 }
1106 bool flag = false;
1107 if (Main.wallHouse[Main.tile[x, y].wall])
1108 {
1109 flag = true;
1110 }
1111 if (!flag)
1112 {
1113 for (int i = -1; i < 2; i++)
1114 {
1115 for (int j = -1; j < 2; j++)
1116 {
1117 if ((i != 0 || j != 0) && Main.tile[x + i, y + j].wall == 0)
1118 {
1119 flag = true;
1120 }
1121 }
1122 }
1123 }
1124 if (Main.tile[x, y].active() && flag)
1125 {
1126 bool flag2 = true;
1127 for (int k = -1; k < 2; k++)
1128 {
1129 for (int l = -1; l < 2; l++)
1130 {
1131 if (k != 0 || l != 0)
1132 {
1133 Tile tile = Main.tile[x + k, y + l];
1134 if (!tile.active() || !Main.tileSolid[tile.type] || Main.tileSolidTop[tile.type])
1135 {
1136 flag2 = false;
1137 }
1138 }
1139 }
1140 }
1141 if (flag2)
1142 {
1143 flag = false;
1144 }
1145 }
1146 return flag;
1147 }

References Terraria.Tile.active(), Terraria.Main.tile, Terraria.Main.tileSolid, Terraria.Main.tileSolidTop, Terraria.Tile.type, and Terraria.Main.wallHouse.

Referenced by Terraria.GameContent.SmartCursorHelper.Step_Hammers(), and Terraria.Collision.TupleHitLineWall().