27655 {
27656 int[]
array =
new int[3]
27657 {
27660 0
27661 };
27663 {
27665 }
27668 {
27670 }
27671 while (
numAdd < Main.maxTilesX / 150)
27672 {
27676 if (Main.wallDungeon[Main.tile[num,
num2].wall])
27677 {
27679 {
27680 if (Main.tile[num,
num3 - 1].active() && Main.tile[num,
num3 - 1].type == tileType)
27681 {
27682 bool flag = false;
27683 for (
int i = num - 15;
i < num + 15;
i++)
27684 {
27686 {
27688 {
27689 flag = true;
27690 break;
27691 }
27692 }
27693 }
27694 if (Main.tile[num - 1,
num3].active() || Main.tile[num + 1,
num3].active() || Main.tile[num - 1,
num3 + 1].active() || Main.tile[num + 1,
num3 + 1].active() || Main.tile[num,
num3 + 2].active())
27695 {
27696 flag = true;
27697 }
27698 if (flag)
27699 {
27700 break;
27701 }
27702 bool flag2 =
false;
27704 {
27705 int style = 27;
27707 {
27708 case 7:
27709 style = 27;
27710 break;
27711 case 8:
27712 style = 28;
27713 break;
27714 case 9:
27715 style = 29;
27716 break;
27717 }
27718 bool flag3 =
false;
27719 for (
int k = 0;
k < 15;
k++)
27720 {
27722 {
27724 break;
27725 }
27726 }
27728 {
27730 }
27731 if (Main.tile[num,
num3].type == 34)
27732 {
27736 for (
int l = 0;
l < 1000;
l++)
27737 {
27740 if (Main.tile[
num4,
num5].active() || Main.tile[
num4,
num5 + 1].active() || !Main.tileDungeon[Main.tile[
num4 - 1,
num5].type] || !Main.tileDungeon[Main.tile[
num4 + 1,
num5].type] || !Collision.CanHit(
new Point(
num4 * 16,
num5 * 16), 16, 16,
new Point(num * 16,
num3 * 16 + 1), 16, 16))
27741 {
27742 continue;
27743 }
27745 {
27747 }
27748 if (!Main.tile[
num4,
num5].active())
27749 {
27750 continue;
27751 }
27753 {
27756 {
27758 }
27760 {
27762 }
27765 {
27767 }
27769 {
27771 }
27773 }
27775 {
27776 Main.tile[num,
num3].frameX = 18;
27777 Main.tile[num,
num3 + 1].frameX = 18;
27778 }
27779 break;
27780 }
27781 }
27782 }
27784 {
27785 break;
27786 }
27789 {
27791 }
27793 {
27795 }
27797 if (Main.tile[num,
num3].type != 42)
27798 {
27799 break;
27800 }
27804 for (
int m = 0;
m < 1000;
m++)
27805 {
27808 if (Main.tile[
num6,
num7].active() || Main.tile[
num6,
num7 + 1].active() || Main.tile[
num6 - 1,
num7].type == 48 || Main.tile[
num6 + 1,
num7].type == 48 || !Collision.CanHit(
new Point(
num6 * 16,
num7 * 16), 16, 16,
new Point(num * 16,
num3 * 16 + 1), 16, 16))
27809 {
27810 continue;
27811 }
27813 {
27815 }
27816 if (!Main.tile[
num6,
num7].active())
27817 {
27818 continue;
27819 }
27821 {
27824 {
27826 }
27828 {
27830 }
27833 {
27835 }
27837 {
27839 }
27841 }
27843 {
27844 Main.tile[num,
num3].frameX = 18;
27845 Main.tile[num,
num3 + 1].frameX = 18;
27846 }
27847 break;
27848 }
27849 break;
27850 }
27851 }
27852 }
27854 {
27857 }
27858 }
27859 }
static void PlaceChand(int x, int y, ushort type, int style=0)
static bool PlaceTile(int i, int j, int Type, bool mute=false, bool forced=false, int plr=-1, int style=0)
static UnifiedRandom genRand
static void Place1x2Top(int x, int y, ushort type, int style)