589 int <Height>k__BackingField =
lightMap.<Height>k__BackingField;
591 if (<Height>k__BackingField == 0)
597 int lightMaxY =
value.lightMaxY;
598 int lightMinY =
value.lightMinY;
599 int lightMapHeight =
value.lightMapHeight;
634 int value = num.m_value;
651 int <Height>k__BackingField =
lightMap.<Height>k__BackingField;
653 if (<Height>k__BackingField == 0)
663 ushort typeCache =
value2.typeCache;
720 ushort typeCache =
drawInfo.typeCache;
853 bool flag = tile.
active();
869 ushort typeCache =
drawInfo.typeCache;
870 short tileFrameX =
drawInfo.tileFrameX;
871 uint* tileLookup =
drawInfo.tileLookup;
872 short* tileTypeSHeader =
drawInfo.tileTypeSHeader;
873 ushort* tileTypeData =
drawInfo.tileTypeData;
890 ushort type = tile.
type;
916 bool flag = tile.
active();
1009 short frameX = tile.
frameX;
1046 ushort type = tile.
type;
1203 byte r = tileLight.
R;
1204 byte b = tileLight.
B;
1218 if (tileSHeader != 0)
1223 if (tileSHeader != 0)
1227 if (tileSHeader == 0)
1244 private void GetTileDrawData(
int x,
int y,
TileDrawInfo tileCache, ushort typeCache,
short tileFrameX,
short tileFrameY, [Out]
int tileWidth, [Out]
int tileHeight, [Out]
int tileTop, [Out]
int halfBrickHeight, [Out]
int addFrX, [Out]
int addFrY, [Out]
SpriteEffects tileSpriteEffect, [Out]
Texture2D glowTexture, [Out]
Rectangle glowSourceRect, [Out]
Color glowColor)
1259 private void GetTileDrawData(
int x,
int y,
bool halfBrick, ushort typeCache,
short tileFrameX,
short tileFrameY, [Out]
int tileWidth, [Out]
int tileHeight, [Out]
int tileTop, [Out]
int halfBrickHeight, [Out]
int addFrX, [Out]
int addFrY, [Out]
SpriteEffects tileSpriteEffect, [Out]
Texture2D glowTexture, [Out]
Rectangle glowSourceRect, [Out]
Color glowColor)
1274 private void GetTileDrawData(
int x,
int y,
Tile tileCache, ushort typeCache,
short tileFrameX,
short tileFrameY, [Out]
int tileWidth, [Out]
int tileHeight, [Out]
int tileTop, [Out]
int halfBrickHeight, [Out]
int addFrX, [Out]
int addFrY, [Out]
SpriteEffects tileSpriteEffect, [Out]
Texture2D glowTexture, [Out]
Rectangle glowSourceRect, [Out]
Color glowColor)
1294 ushort wall = tile.
wall;
1298 if (num == 0 || num == 0)
1522 if (isActiveAndNotPaused)
1528 byte liquid = tile.
liquid;
1543 ushort type = tile.
type;
1591 bool flag = tile.
active();
1662 bool flag = tile.
active();
1674 if (!isActiveAndNotPaused)
1704 bool flag = tile.
active();
1722 if (!isActiveAndNotPaused)
1870 bool flag = tile.
active();
1889 bool flag = tile.
active();
1932 bool flag = tile.
active();
1980 bool flag = tile.
active();
2039 ushort type = tile.
type;
2057 if (
lightMap._colors !=
null && num != 0)
2061 int <Height>k__BackingField =
lightMap.<Height>k__BackingField;
2081 ushort type = tile.
type;
2141 ushort type = tile.
type;
class f__AnonymousType0<< Count > j__TPar
static int Increment(int location)
static int GetKey(int x, int y)
static void WallFrame(int i, int j, bool resetFrame=false)
void ClearCachedTileDraws(bool solidLayer)
void ClearLegacyCachedDraws()
void DrawTiles_EmitParticles(int j, int i, ushort typeCache, short tileFrameX, short tileFrameY, Color tileLight)
bool IsAlchemyPlantHarvestable(int style)
void DrawPartialLiquid(SpriteBatch spriteBatch, bool behindBlocks, TileDrawInfo tileCache, Vector2 position, Rectangle liquidSize, int liquidType, VertexColors colors)
Texture2D GetTileDrawTexture(Tile tile, int tileX, int tileY, int paintOverride, [Out] EffectPass pass)
Color _highQualityLightingRequirement
Vector3[] _glowPaintColorSlices
void Draw(bool solidLayer, bool forRenderTargets, bool intoRenderTargets, int waterStyleOverride=-1)
static WorldGen.GetTreeFoliageDataMethod GetGemTreeFoliageDataInstance
float GetWindGridPush(int i, int j, int pushAnimationTimeTotal, float pushForcePerFrame)
void PostDrawTiles(bool solidLayer, bool forRenderTargets, bool intoRenderTargets)
void GetTileDrawData(int x, int y, Tile tileCache, ushort typeCache, short tileFrameX, short tileFrameY, [Out] int tileWidth, [Out] int tileHeight, [Out] int tileTop, [Out] int halfBrickHeight, [Out] int addFrX, [Out] int addFrY, [Out] SpriteEffects tileSpriteEffect, [Out] Texture2D glowTexture, [Out] Rectangle glowSourceRect, [Out] Color glowColor)
int GetBigAnimalCageFrame(int x, int y, int tileFrameX, int tileFrameY)
void EmitLivingTreeLeaf_Sideways(int x, int y, int leafGoreType)
void DrawMasterTrophies()
bool IsTileDrawLayerSolid(ushort typeCache)
static bool IsTileDangerous(Player localPlayer, short sTileHeader, ushort typeCache, short tileFrameX)
void DrawEntities_DisplayDolls()
void GetTileDrawData(int x, int y, TileDrawInfo tileCache, ushort typeCache, short tileFrameX, short tileFrameY, [Out] int tileWidth, [Out] int tileHeight, [Out] int tileTop, [Out] int halfBrickHeight, [Out] int addFrX, [Out] int addFrY, [Out] SpriteEffects tileSpriteEffect, [Out] Texture2D glowTexture, [Out] Rectangle glowSourceRect, [Out] Color glowColor)
static int GetTreeVariant(int x, int y)
void EmitLivingTreeLeaf_Below(int x, int y, int leafGoreType)
void DrawRisingVineStrip(Vector2 screenPosition, Vector2 offSet, int x, int startY)
void EmitTreeLeaves(int tilePosX, int tilePosY, int grassPosX, int grassPosY)
void MergeDictionary(Dictionary< Point, int > dest, Dictionary< Point, int > src)
Dictionary< Point, int > _foodPlatterTileEntityPositions
VertexColors LiquidBehindTileColors2
ThreadedRenderManager.BatchProcessCallback _processBatchFinishedCallback
void DrawAnyDirectionalGrass()
static WorldGen.GetTreeFoliageDataMethod GetVanityTreeFoliageDataInstance
static bool ShouldTileShine(ushort type, short frameX)
Texture2D GetTileDrawTexture(TileDrawInfo drawInfo, int worldWidth, [Out] EffectPass pass)
void EnsureWindGridSize()
void GetTileDrawData(int x, int y, bool halfBrick, ushort typeCache, short tileFrameX, short tileFrameY, [Out] int tileWidth, [Out] int tileHeight, [Out] int tileTop, [Out] int halfBrickHeight, [Out] int addFrX, [Out] int addFrY, [Out] SpriteEffects tileSpriteEffect, [Out] Texture2D glowTexture, [Out] Rectangle glowSourceRect, [Out] Color glowColor)
Dictionary< Point, int > _weaponRackTileEntityPositions
void ProcessBatchFinished(int index)
void DrawTeleportationPylons()
bool ShouldSwayInWind(int x, int y, ushort tileType, short frameX)
int DrawTilesThreaded(Vector2 screenPosition, Vector2 offSet, int firstTileX, int firstTileY, int lastTileX, int lastTileY, bool solidLayer, bool forRenderTargets, bool intoRenderTargets, int waterStyleOverride=-1)
Dictionary< Point, int > _hatRackTileEntityPositions
int GetPalmTreeBiome(int tileX, int tileY)
void GetWindGridPush2Axis(int i, int j, int pushAnimationTimeTotal, float pushForcePerFrame, [Out] float pushX, [Out] float pushY)
void DrawSingleTile_Flames(Vector2 screenPosition, Vector2 screenOffset, int tileX, int tileY, TileDrawInfo drawData)
Dictionary< Point, int > _displayDollTileEntityPositions
float GetHighestWindGridPushComplex(int topLeftX, int topLeftY, int sizeX, int sizeY, int totalPushTime, float pushForcePerFrame, int loops, bool swapLoopDir)
TileDrawing.TileFlameData GetTileFlameData(int tileX, int tileY, int type, int tileFrameY)
void DrawTile_MinecartTrack(Vector2 screenPosition, Vector2 screenOffset, int tileX, int tileY, TileDrawInfo drawData)
void DrawXmasTree(Vector2 screenPosition, Vector2 screenOffset, int tileX, int tileY, TileDrawInfo drawData)
float GetWindGridPushComplex(int i, int j, int pushAnimationTimeTotal, float totalPushForce, int loops, bool flipDirectionPerLoop)
Color DrawTiles_GetLightOverride(int j, int i, short sTileHeader, ushort typeCache, short tileFrameX, short tileFrameY, Color tileLight, bool fullBrightBlock)
void DrawTile_LiquidBehindTile(bool solidLayer, bool inFrontOfPlayers, int waterStyleOverride, Vector2 screenPosition, Vector2 screenOffset, int tileX, int tileY, TileDrawInfo drawData)
void CacheSpecialDraws(int tileX, int tileY, ushort typeCache, short tileFrameX, short tileFrameY)
void CrawlToBottomOfReverseVineAndAddSpecialPoint(int j, int i)
Color _mediumQualityLightingRequirement
void DrawMultiTileVines()
Dictionary< Point, int > _itemFrameTileEntityPositions
void DrawTiles(Vector2 screenPosition, Vector2 offSet, int firstTileX, int firstTileY, int lastTileX, int lastTileY, bool solidLayer, bool forRenderTargets, bool intoRenderTargets, int waterStyleOverride=-1)
static WorldGen.GetTreeFoliageDataMethod GetCommonTreeFoliageDataInstance
bool _shouldShowInvisibleBlocks_LastFrame
int GetSmallAnimalCageFrame(int x, int y, int tileFrameX, int tileFrameY)
void EmitLivingTreeLeaf(int i, int j, int leafGoreType)
int GetPalmTreeBiome(TileDrawInfo drawInfo, int worldWidth)
static readonly Vector2 _zero
bool[] cacheSpecialDrawTree
void DrawMultiTileGrassInWind(Vector2 screenPosition, Vector2 offSet, int topLeftX, int topLeftY, int sizeX, int sizeY)
void DrawLiquidBehindTiles(int waterStyleOverride=-1)
ThreadLocal< TileDrawInfo > _currentTileDrawInfo
bool _shouldShowInvisibleBlocks
void DrawAnimatedTile_AdjustForVisionChangers(int i, int j, short tileSHeader, ushort typeCache, short tileFrameX, short tileFrameY, Color tileLight, bool canDoDust)
ThreadedRenderManager.BatchProcessCallback ProcessBatchFinishedCallback
double _sunflowerWindCounter
ThreadedRenderManager _threadManager
void CrawlToTopOfVineAndAddSpecialPoint(int j, int i)
int ClimbCatTail(int originx, int originy)
const float FORCE_FOR_MIN_WIND
int GetPalmTreeVariant(int x, int y)
Dictionary< Point, int > _trainingDummyTileEntityPositions
List< DrawData > _voidLensData
static WorldGen.GetTreeFoliageDataMethod GetAshTreeFoliageDataInstance
void DrawMultiTileVinesInWind(Vector2 screenPosition, Vector2 offSet, int topLeftX, int topLeftY, int sizeX, int sizeY)
const float FORCE_FOR_MAX_WIND
void AddSpecialLegacyPoint(Point p)
Point[][] _specialPositions
void PrepareForAreaDrawing(int firstTileX, int lastTileX, int firstTileY, int lastTileY, bool prepareLazily)
void EmitLiquidDrops(int j, int i, byte liquid, ushort typeCache)
Dictionary< Point, int > _chestPositions
Texture2D GetTileDrawTexture(int tileX, int tileY, ushort tileType, short frameX, short frameY, byte tileColor, [Out] EffectPass pass)
TilePaintSystemV2 _paintSystem
static Color GetFinalLight(TileDrawInfo tileDrawInfo, ushort typeCache, Color tileLight)
void DrawMultiTileGrass()
void WaitDrawThreads(int numThreads)
VertexColors LiquidBehindTileColors
void AddSpecialLegacyPoint(int x, int y)
float GetAverageWindGridPush(int topLeftX, int topLeftY, int sizeX, int sizeY, int totalPushTime, float pushForcePerFrame)
void DrawEntities_HatRacks()
Texture2D GetTileDrawTexture(TileDrawInfo drawInfo, int tileX, int tileY, [Out] EffectPass pass)
Texture2D GetTreeTopTexture(int treeTextureIndex, int treeTextureStyle, byte tileColor, [Out] EffectPass pass)
TileDrawing(TilePaintSystemV2 paintSystem)
void UpdateLeafFrequency()
Texture2D GetTreeBranchTexture(int treeTextureIndex, int treeTextureStyle, byte tileColor, [Out] EffectPass pass)
void EmitAlchemyHerbParticles(int j, int i, int style)
void GetTileOutlineInfo(int x, int y, ushort typeCache, Color tileLight, Texture2D highlightTexture, Color highlightColor)
int GetWaterAnimalCageFrame(int x, int y, int tileFrameX, int tileFrameY)
bool IsWindBlocked(int x, int y)
bool _isActiveAndNotPaused
Texture2D GetTileDrawTexture(Tile tile, int tileX, int tileY, [Out] EffectPass pass)
float GetWindCycle(int x, int y, double windCounter)
unsafe int GetTreeBiome(TileDrawInfo drawInfo, int worldWidth)
void PreparePaintForTilesOnScreen()
void AddSpecialPoint(int x, int y, TileDrawing.TileCounterType type)
static int GetTreeBiome(int tileX, int tileY, int tileFrameX, int tileFrameY)
bool InAPlaceWithWind(int x, int y, int width, int height)
void PreDrawTiles(bool solidLayer, bool forRenderTargets, bool intoRenderTargets)
void DrawVineStrip(Vector2 screenPosition, Vector2 offSet, int x, int startY)
const int MAX_SPECIALS_LEGACY
bool IsVisible(Tile tile)
void GetScreenDrawArea(Vector2 screenPosition, Vector2 offSet, [Out] int firstTileX, [Out] int lastTileX, [Out] int firstTileY, [Out] int lastTileY)
void DrawSpecialTilesLegacy(Vector2 screenPosition, Vector2 offSet)
static void SpawnInWorldDust(int tileStyle, Rectangle dustBox)
static Color GetColor(Point tileCoords)
static bool ShouldShowInvisibleWalls()
static Microsoft.Xna.Framework.Vector2 screenPosition
static bool InSmartCursorHighlightArea(int x, int y, [Out] bool actuallySelected)
static WorldSections sectionManager
static Terraria.Graphics.Camera Camera
static bool SettingsEnabled_TilesSwayInWind
static SamplerState DefaultSamplerState
static bool IsTileSpelunkable(Tile t)
static bool DrawRightDecoration(int frameID)
static bool DrawBumper(int frameID)
static Rectangle GetSourceRect(int frameID, int animationFrame=0)
static byte GetBHeader3(int tileIndex)
static void DetailedDrawReset()
static void DetailedDrawTime(int detailedDrawType)
static bool InAPlaceWithWind(Vector2 position, int width, int height)
static void TileFrame(int i, int j, bool resetFrame=false, bool noBreak=false)
bool AnyUnfinishedSections
void SetAllFramedSectionsAsNeedingRefresh()
ThreadedRenderManager.RenderThreadInstance[] DrawThreads
void WaitAndProcess(ThreadedRenderManager.BatchProcessCallback callback, int numberOfThreads)