Terraria 1.4.0.5 Source Code
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GameContent/Biomes/Desert/SandMound.cs
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69
GameContent/Biomes/Desert/SandMound.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.Biomes.Desert.SandMound
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using System;
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namespace Terraria.GameContent.Biomes.Desert
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{
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public static class SandMound
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{
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public static void Place(DesertDescription description)
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{
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Rectangle desert1 = description.Desert;
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desert1.Height = Math.Min(description.Desert.Height, description.Hive.Height / 2);
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Rectangle desert2 = description.Desert;
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desert2.Y = desert1.Bottom;
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desert2.Height = Math.Max(0, description.Desert.Bottom - desert1.Bottom);
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SurfaceMap surface = description.Surface;
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int num1 = 0;
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int num2 = 0;
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for (int index1 = -5; index1 < desert1.Width + 5; ++index1)
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{
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float num3 = MathHelper.Clamp((float) ((double) Math.Abs((float) (index1 + 5) / (float) (desert1.Width + 10)) * 2.0 - 1.0), -1f, 1f);
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if (index1 % 3 == 0)
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num1 = Utils.Clamp<int>(num1 + WorldGen.genRand.Next(-1, 2), -10, 10);
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num2 = Utils.Clamp<int>(num2 + WorldGen.genRand.Next(-1, 2), -10, 10);
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float num4 = (float) Math.Sqrt(1.0 - (double) num3 * (double) num3 * (double) num3 * (double) num3);
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int num5 = desert1.Bottom - (int) ((double) num4 * (double) desert1.Height) + num1;
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if ((double) Math.Abs(num3) < 1.0)
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{
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float num6 = Utils.UnclampedSmoothStep(0.5f, 0.8f, Math.Abs(num3));
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float num7 = num6 * num6 * num6;
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int num8 = Math.Min(10 + (int) ((double) desert1.Top - (double) num7 * 20.0) + num2, num5);
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for (int index2 = (int) surface[index1 + desert1.X] - 1; index2 < num8; ++index2)
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{
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int index3 = index1 + desert1.X;
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int index4 = index2;
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Main.tile[index3, index4].active(false);
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Main.tile[index3, index4].wall = (ushort) 0;
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}
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}
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SandMound.PlaceSandColumn(index1 + desert1.X, num5, desert2.Bottom - num5);
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}
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}
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private static void PlaceSandColumn(int startX, int startY, int height)
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{
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for (int index = startY + height - 1; index >= startY; --index)
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{
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int i = startX;
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int j = index;
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Tile tile1 = Main.tile[i, j];
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tile1.liquid = (byte) 0;
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Tile tile2 = Main.tile[i, j + 1];
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Tile tile3 = Main.tile[i, j + 2];
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tile1.type = (ushort) 53;
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tile1.slope((byte) 0);
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tile1.halfBrick(false);
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tile1.active(true);
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if (index < startY)
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tile1.active(false);
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WorldGen.SquareWallFrame(i, j);
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}
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}
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}
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}
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