156 public bool Invoke(
int x,
int y,
int scale)
198 public static bool Empty(
int x,
int y,
int scale)
203 public static bool Solid(
int x,
int y,
int scale)
class f__AnonymousType0<< Count > j__TPar
SlabState(object @object, IntPtr method)
bool Invoke(int x, int y, int scale)
IAsyncResult BeginInvoke(int x, int y, int scale, AsyncCallback callback, object @object)
bool EndInvoke(IAsyncResult result)
static bool Empty(int x, int y, int scale)
static bool Solid(int x, int y, int scale)
static bool HalfBrick(int x, int y, int scale)
static bool TopRightFilled(int x, int y, int scale)
static bool BottomLeftFilled(int x, int y, int scale)
static bool BottomRightFilled(int x, int y, int scale)
static bool TopLeftFilled(int x, int y, int scale)
void PlaceSlab(MarbleBiome.Slab slab, int originX, int originY, int scale)
static bool IsGroupSolid(int x, int y, int scale)
override bool Place(Point origin, StructureMap structures)
void SmoothSlope(int x, int y)
MarbleBiome.Slab[,] _slabs
static UnifiedRandom _random
static void TileFrame(int x, int y, bool frameNeighbors=false)
static bool SolidTile(short tileSHeader, ushort tileType)
static UnifiedRandom genRand
static void SquareWallFrame(int i, int j, bool resetFrame=true)
static void PlaceTight(int x, int y, bool spiders=false)
static bool SolidOrSlopedTile(Tile tile)
MarbleBiome.Slab WithState(MarbleBiome.SlabState state)
readonly MarbleBiome.SlabState State
static MarbleBiome.Slab Create(MarbleBiome.SlabState state, bool hasWall)
Slab(MarbleBiome.SlabState state, bool hasWall)
static void SmoothSlope(int x, int y, bool applyToNeighbors=true, bool sync=false)