2228 {
2229 bool flag = Main.tileSolid[379];
2230 Main.tileSolid[379] = true;
2231 if (Main.npc[npc].homeTileX > 10 && Main.npc[npc].homeTileY > 10 && Main.npc[npc].homeTileX < Main.maxTilesX - 10 && Main.npc[npc].homeTileY < Main.maxTilesY)
2232 {
2234 StartRoomCheck(Main.npc[npc].homeTileX, Main.npc[npc].homeTileY - 1);
2236 {
2237 for (
int i = Main.npc[npc].homeTileX - 1;
i < Main.npc[npc].homeTileX + 2;
i++)
2238 {
2239 for (
int j = Main.npc[npc].homeTileY - 1;
j < Main.npc[npc].homeTileY + 2 && !
StartRoomCheck(i,
j);
j++)
2240 {
2241 }
2242 }
2243 }
2245 {
2246 int num = 10;
2247 for (
int k = Main.npc[npc].homeTileX - num;
k <= Main.npc[npc].homeTileX + num;
k += 2)
2248 {
2249 for (
int l = Main.npc[npc].homeTileY - num;
l <= Main.npc[npc].homeTileY + num && !
StartRoomCheck(
k,
l);
l += 2)
2250 {
2251 }
2252 }
2253 }
2255 {
2258 {
2260 }
2262 {
2264 }
2266 {
2267 Main.npc[npc].homeTileX =
bestX;
2268 Main.npc[npc].homeTileY =
bestY;
2269 Main.npc[npc].homeless = false;
2272 }
2273 else
2274 {
2275 Main.npc[npc].homeless = true;
2276 }
2277 }
2278 else
2279 {
2280 Main.npc[npc].homeless = true;
2281 }
2282 }
2283 Main.tileSolid[379] = flag;
2284 }
static void NotifyProgressionEvent(int eventID)
static void ScoreRoom(int ignoreNPC=-1, int npcTypeAskingToScoreRoom=-1)
static bool StartRoomCheck(int x, int y)
static bool RoomNeeds(int npcType)
static bool IsRoomConsideredOccupiedForNPCIndex(int npc)