48946 {
48948 {
48949 return;
48950 }
48951 bool flag = false;
48952 int num = 0;
48954 num += Main.tile[
i,
j].frameX / 18;
48955 num2 += Main.tile[
i,
j].frameY / 18 * -1;
48956 while (num > 1)
48957 {
48958 num -= 2;
48959 }
48960 num *= -1;
48962 for (
int k = num;
k < num + 2;
k++)
48963 {
48965 {
48966 if (Main.tile[
k,
l] ==
null)
48967 {
48968 Main.tile[
k,
l] =
new Tile();
48969 }
48972 {
48973 }
48974 if (!Main.tile[
k,
l].active() || Main.tile[
k,
l].type !=
type ||
num3 !=
k - num || Main.tile[
k,
l].frameY != (
l -
num2) * 18)
48975 {
48976 flag = true;
48977 }
48978 }
48979 if (Main.tile[
k,
num2 + 2] ==
null)
48980 {
48982 }
48983 if ((!Main.tile[
k,
num2 + 2].active() || !Main.tileSolid[Main.tile[
k,
num2 + 2].type]) && Chest.CanDestroyChest(num,
num2))
48984 {
48985 flag = true;
48986 }
48987 }
48988 if (!flag)
48989 {
48990 return;
48991 }
48994 for (
int m = num;
m < num + 2;
m++)
48995 {
48997 {
48998 if (Main.tile[
m,
n].type ==
type && Main.tile[
m,
n].active())
48999 {
49000 Chest.DestroyChest(
m,
n);
49002 }
49003 }
49004 }
49007 }
static bool destroyObject
static void KillTile(int i, int j, bool fail=false, bool effectOnly=false, bool noItem=false)
static int GetChestItemDrop(int x, int y, int type)
static IEntitySource GetItemSource_FromTileBreak(int x, int y)