60 for (
int i = 0; (float)i < num; i++)
68 vector.Y = Main.screenPosition.Y - (float)
Main.
rand.Next(20, 100);
69 vector.X -= Main.windSpeedCurrent * 15f * 40f;
75 if (vector.
X > (
float)((Main.maxTilesX - 1) * 16))
77 vector.X = (Main.maxTilesX - 1) * 16;
79 int num3 = (int)vector.
X / 16;
80 int num4 = (int)vector.
Y / 16;
87 num3 = Main.maxTilesX - 1;
95 num4 = Main.maxTilesY - 1;
100 NewRain(vector, rainFallVelocity);
156 num2 = (int)((
float)num2 * num3);
158 for (
int i = 0; i < num2; i++)
173 rain.scale = 1f + (float)
Main.
rand.Next(-20, 21) * 0.01f;
174 rain.velocity = Velocity * rain.
scale;
191 if ((
double)num4 < 0.9)
193 num2 = (int)((
float)num2 * num4);
201 num2 = (int)((
float)num2 * num5);
203 if ((
double)Main.atmo < 0.4)
207 for (
int i = 0; i < num2; i++)
222 rain.scale = 1f + (float)
Main.
rand.Next(-20, 21) * 0.01f;
223 rain.velocity = Velocity * rain.
scale;
static byte Min(byte val1, byte val2)
static double Atan2(double y, double x)
static double Pow(double x, double y)
static double Abs(double value)
static byte Max(byte val1, byte val2)
static bool WetCollision(Vector2 Position, int Width, int Height)
static bool SolidCollision(Vector2 Position, int Width, int Height)
static int NewDust(Vector2 Position, int Width, int Height, int Type, float SpeedX=0f, float SpeedY=0f, int Alpha=0, Color newColor=default(Color), float Scale=1f)
static FilterManager Scene
static SceneMetrics SceneMetrics
static float windSpeedCurrent
static double worldSurface
static Vector2 screenPosition
static UnifiedRandom rand
static float shimmerAlpha
static int NewRain(Vector2 Position, Vector2 Velocity)
static int NewRainForced(Vector2 Position, Vector2 Velocity)
static Vector2 GetRainFallVelocity()
static bool SolidTile(Tile testTile)