Terraria 1.4.0.5 Source Code
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GameContent/Drawing/WindGrid.cs
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92
GameContent/Drawing/WindGrid.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.Drawing.WindGrid
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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.Drawing
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{
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public class WindGrid
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{
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private WindGrid.WindCoord[,] _grid = new WindGrid.WindCoord[1, 1];
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private int _width = 1;
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private int _height = 1;
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private int _gameTime;
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public void SetSize(int targetWidth, int targetHeight)
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{
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this._width = Math.Max(this._width, targetWidth);
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this._height = Math.Max(this._height, targetHeight);
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this.ResizeGrid();
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}
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public void Update()
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{
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++this._gameTime;
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if (!Main.SettingsEnabled_TilesSwayInWind)
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return;
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this.ScanPlayers();
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}
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public void GetWindTime(
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int tileX,
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int tileY,
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int timeThreshold,
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out int windTimeLeft,
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out int direction)
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{
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WindGrid.WindCoord windCoord = this._grid[tileX % this._width, tileY % this._height];
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direction = windCoord.Direction;
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if (windCoord.Time + timeThreshold < this._gameTime)
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windTimeLeft = 0;
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else
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windTimeLeft = this._gameTime - windCoord.Time;
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}
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private void ResizeGrid()
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{
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if (this._width <= this._grid.GetLength(0) && this._height <= this._grid.GetLength(1))
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return;
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this._grid = new WindGrid.WindCoord[this._width, this._height];
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}
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private void SetWindTime(int tileX, int tileY, int direction)
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{
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this._grid[tileX % this._width, tileY % this._height].Time = this._gameTime;
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this._grid[tileX % this._width, tileY % this._height].Direction = direction;
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}
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private void ScanPlayers()
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{
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switch (Main.netMode)
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{
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case 0:
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this.ScanPlayer(Main.myPlayer);
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break;
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case 1:
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for (int i = 0; i < (int) byte.MaxValue; ++i)
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this.ScanPlayer(i);
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break;
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}
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}
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private void ScanPlayer(int i)
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{
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Player player = Main.player[i];
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if (!player.active || player.dead || (double) player.velocity.X == 0.0 || !Utils.CenteredRectangle(Main.Camera.Center, Main.Camera.UnscaledSize).Intersects(player.Hitbox) || player.velocity.HasNaNs())
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return;
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int direction = Math.Sign(player.velocity.X);
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foreach (Point point in Collision.GetTilesIn(player.TopLeft, player.BottomRight))
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this.SetWindTime(point.X, point.Y, direction);
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}
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private struct WindCoord
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{
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public int Time;
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public int Direction;
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}
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}
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}
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