23697 {
23698 for (
int k =
j;
k < Main.maxTilesY;
k++)
23699 {
23700 if (Main.tile[i,
k].active() && Main.tileSolid[Main.tile[i,
k].type])
23701 {
23703 if (Main.tile[i, num - 1].lava() || Main.tile[i - 1, num - 1].lava())
23704 {
23705 return false;
23706 }
23707 if (Main.tile[i, num - 1].shimmer())
23708 {
23709 return false;
23710 }
23712 {
23713 return false;
23714 }
23715 if (Main.wallDungeon[Main.tile[i, num].wall])
23716 {
23717 return false;
23718 }
23719 Tile tile = Main.tile[
i - 1, num + 1];
23721 if (!tile.nactive() || !Main.tileSolid[tile.type])
23722 {
23723 return false;
23724 }
23725 if (!
tile2.nactive() || !Main.tileSolid[
tile2.type])
23726 {
23727 return false;
23728 }
23729 if (tile.blockType() != 0)
23730 {
23731 tile.slope(0);
23732 tile.halfBrick(halfBrick:
false);
23733 }
23734 if (
tile2.blockType() != 0)
23735 {
23738 }
23739 Main.tile[
i - 1, num - 1].active(active:
true);
23740 Main.tile[
i - 1, num - 1].type = 12;
23741 Main.tile[
i - 1, num - 1].frameX = 0;
23742 Main.tile[
i - 1, num - 1].frameY = 0;
23743 Main.tile[
i, num - 1].active(active:
true);
23744 Main.tile[
i, num - 1].type = 12;
23745 Main.tile[
i, num - 1].frameX = 18;
23746 Main.tile[
i, num - 1].frameY = 0;
23747 Main.tile[
i - 1, num].active(active:
true);
23748 Main.tile[
i - 1, num].type = 12;
23749 Main.tile[
i - 1, num].frameX = 0;
23750 Main.tile[
i - 1, num].frameY = 18;
23751 Main.tile[
i, num].active(active:
true);
23752 Main.tile[
i, num].type = 12;
23753 Main.tile[
i, num].frameX = 18;
23754 Main.tile[
i, num].frameY = 18;
23755 return true;
23756 }
23757 }
23758 return false;
23759 }
static bool EmptyTileCheck(int startX, int endX, int startY, int endY, int ignoreID=-1)