23801 {
23802 int num = (int)((double)Main.maxTilesX * 0.25);
23803 for (
int i = 100;
i < Main.maxTilesX - 100;
i++)
23804 {
23806 {
23807 continue;
23808 }
23809 int num2 = Main.maxTilesY - 40;
23810 while (Main.tile[i,
num2].active() || Main.tile[
i,
num2].liquid > 0)
23811 {
23813 }
23814 if (Main.tile[i,
num2 + 1].active())
23815 {
23819 {
23821 }
23823 {
23825 }
23827 {
23829 }
23833 {
23835 }
23836 }
23837 }
23838 float num4 = Main.maxTilesX / 4200;
23839 for (
int j = 0; (float)
j < 200f *
num4;
j++)
23840 {
23842 bool flag = false;
23843 while (!flag)
23844 {
23846 int num6 =
genRand.Next((
int)((double)Main.maxTilesX * 0.2), (int)((
double)Main.maxTilesX * 0.8));
23847 int num7 =
genRand.Next(Main.maxTilesY - 300, Main.maxTilesY - 20);
23849 {
23851 if (Main.tile[
num6 - 1,
num7].wall > 0)
23852 {
23854 }
23855 else if (Main.tile[
num6 + 1,
num7].wall > 0)
23856 {
23858 }
23860 {
23861 bool flag2 =
false;
23863 {
23865 {
23866 if (Main.tile[
k,
l].active() && Main.tile[
k,
l].type == 4)
23867 {
23869 break;
23870 }
23871 }
23872 }
23874 {
23876 flag = true;
23877 }
23878 }
23879 }
23881 {
23882 flag = true;
23883 }
23884 }
23885 }
23886 double num9 = 4200000.0 / (double)Main.maxTilesX;
23887 for (
int m = 0; (double)
m <
num9;
m++)
23888 {
23891 int n =
genRand.Next(Main.maxTilesY - 250, Main.maxTilesY - 20);
23892 while ((Main.tile[
num11,
n].wall != 13 && Main.tile[
num11,
n].wall != 14) || Main.tile[
num11,
n].active())
23893 {
23895 n =
genRand.Next(Main.maxTilesY - 250, Main.maxTilesY - 20);
23897 {
23899 }
23901 if (
num10 > 100000)
23902 {
23903 break;
23904 }
23905 }
23906 if (
num10 > 100000 || (Main.tile[
num11,
n].wall != 13 && Main.tile[
num11,
n].wall != 14) || Main.tile[
num11,
n].active())
23907 {
23908 continue;
23909 }
23911 {
23912 }
23917 {
23919 }
23922 {
23923 }
23928 {
23929 continue;
23930 }
23931 int style = 16;
23949 {
23952 }
23954 {
23957 }
23959 {
23962 }
23964 {
23967 }
23969 {
23972 }
23974 {
23977 }
23979 {
23982 }
23984 {
23987 }
23989 {
23992 }
23994 {
23997 }
23999 {
24002 }
24004 {
24007 }
24009 {
24012 }
24014 {
24016 {
24018 {
24020 break;
24021 }
24022 }
24023 }
24025 {
24027 }
24029 {
24030 case 0:
24031 {
24035 {
24037 }
24038 if (!Main.tile[
num15,
n].active())
24039 {
24040 break;
24041 }
24042 if (!Main.tile[
num15 - 2,
n].active())
24043 {
24045 if (Main.tile[
num15 - 2,
n].active())
24046 {
24047 Main.tile[
num15 - 2,
n].frameX += 18;
24048 Main.tile[
num15 - 2,
n - 1].frameX += 18;
24049 }
24050 }
24051 if (!Main.tile[
num15 + 2,
n].active())
24052 {
24054 }
24055 break;
24056 }
24057 case 1:
24058 {
24062 {
24064 }
24065 if (!Main.tile[
num15,
n].active())
24066 {
24067 break;
24068 }
24070 {
24071 if (!Main.tile[
num15 - 1,
n].active())
24072 {
24074 if (Main.tile[
num15 - 1,
n].active())
24075 {
24076 Main.tile[
num15 - 1,
n].frameX += 18;
24077 Main.tile[
num15 - 1,
n - 1].frameX += 18;
24078 }
24079 }
24080 }
24081 else if (!Main.tile[
num15 + 2,
n].active())
24082 {
24084 }
24085 break;
24086 }
24087 case 2:
24089 break;
24090 case 3:
24092 break;
24093 case 4:
24095 {
24097 Main.tile[
num15,
n].frameX += 18;
24098 Main.tile[
num15,
n - 1].frameX += 18;
24099 }
24100 else
24101 {
24103 }
24104 break;
24105 case 5:
24107 {
24109 }
24110 else
24111 {
24113 }
24114 break;
24115 case 6:
24117 break;
24118 case 7:
24120 break;
24121 case 8:
24123 break;
24124 case 9:
24126 break;
24127 case 10:
24129 {
24131 }
24132 else
24133 {
24135 }
24136 break;
24137 case 11:
24139 break;
24140 case 12:
24142 break;
24143 }
24144 }
24145 num9 = 420000.0 / (double)Main.maxTilesX;
24147 {
24150 int num26 =
genRand.Next(Main.maxTilesY - 250, Main.maxTilesY - 20);
24152 {
24154 num26 =
genRand.Next(Main.maxTilesY - 250, Main.maxTilesY - 20);
24156 {
24158 }
24160 if (
num24 > 100000)
24161 {
24162 break;
24163 }
24164 }
24165 if (
num24 > 100000)
24166 {
24167 continue;
24168 }
24175 {
24179 {
24181 }
24184 {
24185 }
24191 {
24193 }
24196 {
24197 }
24200 }
24204 {
24206 }
24209 {
24210 }
24215 {
24217 }
24220 {
24221 }
24228 {
24229 continue;
24230 }
24233 {
24235 }
24237 {
24240 {
24242 }
24243 }
24244 }
24245 int[]
array =
new int[3]
24246 {
24250 };
24252 {
24254 }
24256 {
24258 }
24259 num9 = 420000.0 / (double)Main.maxTilesX;
24261 {
24265 do
24266 {
24268 num38 =
genRand.Next(Main.maxTilesY - 250, Main.maxTilesY - 20);
24270 {
24272 }
24274 }
24276 if (
num36 > 100000)
24277 {
24278 continue;
24279 }
24281 {
24283 }
24286 {
24287 continue;
24288 }
24295 {
24296 default:
24299 break;
24300 case 1:
24303 break;
24304 case 2:
24307 break;
24308 }
24310 {
24312 {
24315 {
24316 if (tile.active())
24317 {
24318 switch (tile.type)
24319 {
24320 case 10:
24321 case 11:
24322 case 34:
24323 case 42:
24324 case 91:
24326 break;
24327 }
24328 }
24329 }
24330 else if (tile.active())
24331 {
24333 }
24334 }
24335 }
24337 {
24338 case 0:
24340 break;
24341 case 1:
24343 break;
24344 case 2:
24346 break;
24347 }
24348 }
24349 }
static bool nearPicture(int x, int y)
static bool remixWorldGen
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 bool nearPicture2(int x, int y)
static void Place4x2(int x, int y, ushort type, int direction=-1, int style=0)
static void HellFort(int i, int j, ushort tileType=75, byte wallType=14)
static bool drunkWorldGen
static PaintingEntry RandHellPicture()
static bool getGoodWorldGen