40464 {
40466 {
40467 return;
40468 }
40469 bool flag = false;
40470 if (Main.tile[i,
j] ==
null)
40471 {
40472 Main.tile[
i,
j] =
new Tile();
40473 }
40474 int num = Main.tile[
i,
j].frameX / 18;
40476 while (num > 2)
40477 {
40478 num -= 3;
40480 }
40483 for (
int k = num;
k < num + 3;
k++)
40484 {
40485 if (Main.tile[
k,
j] ==
null)
40486 {
40487 Main.tile[
k,
j] =
new Tile();
40488 }
40489 if (!Main.tile[
k,
j].active() || Main.tile[
k,
j].type !=
type || Main.tile[
k,
j].frameX != (
k - num) * 18 +
num3 || Main.tile[
k,
j].frameY != 0)
40490 {
40491 flag = true;
40492 }
40493 if (Main.tile[
k,
j - 1] ==
null)
40494 {
40495 Main.tile[
k,
j - 1] =
new Tile();
40496 }
40498 {
40499 return;
40500 }
40502 {
40503 flag = true;
40504 }
40505 }
40506 if (!flag)
40507 {
40508 return;
40509 }
40510 _ = Main.tile[
i,
j].frameX;
40513 {
40515 }
40516 for (
int l = num;
l < num + 3;
l++)
40517 {
40518 if (Main.tile[
l,
j] ==
null)
40519 {
40520 Main.tile[
l,
j] =
new Tile();
40521 }
40522 if (Main.tile[
l,
j].type ==
type && Main.tile[
l,
j].active())
40523 {
40525 }
40526 }
40528 for (
int m = num - 1;
m < num + 4;
m++)
40529 {
40531 }
40532 }
static bool[] BasicChestFake
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)