76685 {
76687 int[]
array =
new int[4];
76688 for (
int i = 0;
i < 4;
i++)
76689 {
76692 }
76693 int num = Main.maxTilesX / 5;
76694 int num2 = (int)Main.worldSurface;
76695 for (
int j = 0;
j < 4;
j++)
76696 {
76697 int num3 = num * (1 +
j);
76698 bool flag = false;
76699 for (
int k = 0;
k < 30;
k++)
76700 {
76701 int num4 = Main.rand.Next(-100, 101);
76702 if (Main.remixWorld && Main.getGoodWorld)
76703 {
76704 int num5 = Main.rand.Next((
int)Main.worldSurface, Main.maxTilesY - 350);
76706 {
76708 if (Main.netMode == 2 &&
num6 < 200)
76709 {
76710 NetMessage.SendData(23, -1, -1,
null,
num6);
76711 }
76712 flag = true;
76713 break;
76714 }
76715 continue;
76716 }
76718 {
76720 {
76722 if (Main.netMode == 2 &&
num8 < 200)
76723 {
76724 NetMessage.SendData(23, -1, -1,
null,
num8);
76725 }
76726 flag = true;
76727 break;
76728 }
76729 }
76730 if (flag)
76731 {
76732 break;
76733 }
76734 }
76735 if (!flag)
76736 {
76738 }
76739 }
76740 NPC.TowerActiveVortex = (NPC.TowerActiveNebula = (NPC.TowerActiveSolar = (NPC.TowerActiveStardust = true)));
76741 NPC.LunarApocalypseIsUp = true;
76742 NPC.ShieldStrengthTowerSolar = (NPC.ShieldStrengthTowerVortex = (NPC.ShieldStrengthTowerNebula = (NPC.ShieldStrengthTowerStardust =
NPC.ShieldStrengthTowerMax)));
76743 NetMessage.SendData(101);
76745 }
bool ICollection< KeyValuePair< TKey, TValue > >. Remove(KeyValuePair< TKey, TValue > keyValuePair)
static void MessageLunarApocalypse()
static bool PlayerLOS(int x, int y)