44771 {
44773 {
44774 return;
44775 }
44776 bool flag = false;
44779 num = Main.tile[
i,
j].frameX / 18;
44781 while (num >= 3)
44782 {
44784 num -= 3;
44785 }
44786 int num4 =
i - num;
44788 int num6 = Main.tile[
i,
j].frameY / 54;
44789 int num7 = Main.tile[
i,
j].frameY % 54 / 18;
44790 if (num >= 3)
44791 {
44792 num -= 3;
44793 }
44796 for (
int k = num;
k < num + 3;
k++)
44797 {
44799 {
44800 if (Main.tile[
k,
l] ==
null)
44801 {
44802 Main.tile[
k,
l] =
new Tile();
44803 }
44804 if (!Main.tile[
k,
l].active() || Main.tile[
k,
l].type !=
type || Main.tile[
k,
l].frameX != (
k -
num4) * 18 +
num5 || Main.tile[
k,
l].frameY != (
l -
num2) * 18 +
num6 * 54)
44805 {
44806 flag = true;
44807 }
44808 }
44809 }
44811 {
44812 for (
int m = num;
m < num + 3;
m++)
44813 {
44814 if (Main.tile[
m,
num2 + 3] ==
null)
44815 {
44817 }
44819 {
44820 flag = true;
44821 break;
44822 }
44823 }
44824 }
44825 else
44826 {
44827 if (Main.tile[num + 1,
num2 - 1] ==
null)
44828 {
44829 Main.tile[num + 1,
num2 - 1] =
new Tile();
44830 }
44831 if (!Main.tile[num + 1,
num2 - 1].nactive() || !Main.tileSolid[Main.tile[num + 1,
num2 - 1].type] || Main.tileSolidTop[Main.tile[num + 1,
num2 - 1].type])
44832 {
44833 flag = true;
44834 }
44835 }
44836 if (!flag)
44837 {
44838 return;
44839 }
44841 for (
int n = num;
n < num + 3;
n++)
44842 {
44844 {
44845 if (Main.tile[
n,
num8].type ==
type && Main.tile[
n,
num8].active())
44846 {
44848 }
44849 }
44850 }
44852 {
44853 case 106:
44855 break;
44856 case 243:
44858 break;
44859 case 212:
44861 break;
44862 case 219:
44864 break;
44865 case 642:
44867 break;
44868 case 220:
44870 break;
44871 case 228:
44873 break;
44874 case 247:
44876 break;
44877 case 283:
44879 break;
44880 case 300:
44881 case 301:
44882 case 302:
44883 case 303:
44884 case 304:
44885 case 305:
44886 case 306:
44888 break;
44889 default:
44891 {
44892 case 307:
44894 break;
44895 case 308:
44897 break;
44898 case 406:
44900 break;
44901 case 452:
44903 break;
44904 case 354:
44906 break;
44907 case 355:
44909 break;
44910 case 499:
44912 break;
44913 case 412:
44915 break;
44916 case 455:
44918 break;
44919 case 491:
44921 break;
44922 case 231:
44923 {
44924 int num9 = (
i + 1) * 16 + 8;
44934 {
44935 if (Main.player[
num14].active && !Main.player[
num14].dead)
44936 {
44939 {
44942 }
44943 }
44944 }
44945 if (
num13 < 4800f && !Main.gameMenu)
44946 {
44947 NPC.SpawnOnPlayer(
plr, 222);
44948 }
44949 break;
44950 }
44951 }
44952 break;
44953 }
44956 {
44958 {
44960 }
44961 }
44962 }
static double Abs(double value)
static bool destroyObject
static void KillTile(int i, int j, bool fail=false, bool effectOnly=false, bool noItem=false)
static void TileFrame(int i, int j, bool resetFrame=false, bool noBreak=false)
static bool SolidTileAllowBottomSlope(int i, int j)
static IEntitySource GetItemSource_FromTileBreak(int x, int y)