Terraria 1.4.0.5 Source Code
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GameContent/SpelunkerProjectileHelper.cs
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69
GameContent/SpelunkerProjectileHelper.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.SpelunkerProjectileHelper
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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.Collections.Generic;
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namespace Terraria.GameContent
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{
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public class SpelunkerProjectileHelper
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{
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private HashSet<Vector2> _positionsChecked = new HashSet<Vector2>();
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private HashSet<Point> _tilesChecked = new HashSet<Point>();
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private Rectangle _clampBox;
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private int _frameCounter;
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public void OnPreUpdateAllProjectiles()
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{
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this._clampBox = new Rectangle(2, 2, Main.maxTilesX - 2, Main.maxTilesY - 2);
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if (++this._frameCounter < 10)
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return;
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this._frameCounter = 0;
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this._tilesChecked.Clear();
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this._positionsChecked.Clear();
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}
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public void AddSpotToCheck(Vector2 spot)
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{
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if (!this._positionsChecked.Add(spot))
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return;
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this.CheckSpot(spot);
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}
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private void CheckSpot(Vector2 Center)
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{
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int num1 = (int) Center.X / 16;
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int num2 = (int) Center.Y / 16;
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int num3 = Utils.Clamp<int>(num1 - 30, this._clampBox.Left, this._clampBox.Right);
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int num4 = Utils.Clamp<int>(num1 + 30, this._clampBox.Left, this._clampBox.Right);
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int num5 = Utils.Clamp<int>(num2 - 30, this._clampBox.Top, this._clampBox.Bottom);
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int num6 = Utils.Clamp<int>(num2 + 30, this._clampBox.Top, this._clampBox.Bottom);
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Point point = new Point();
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Vector2 Position = new Vector2();
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for (int index1 = num3; index1 <= num4; ++index1)
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{
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for (int index2 = num5; index2 <= num6; ++index2)
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{
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Tile t = Main.tile[index1, index2];
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if (t != null && t.active() && Main.IsTileSpelunkable(t) && (double) new Vector2((float) (num1 - index1), (float) (num2 - index2)).Length() <= 30.0)
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{
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point.X = index1;
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point.Y = index2;
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if (this._tilesChecked.Add(point) && Main.rand.Next(4) == 0)
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{
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Position.X = (float) (index1 * 16);
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Position.Y = (float) (index2 * 16);
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Dust dust = Dust.NewDustDirect(Position, 16, 16, 204, Alpha: 150, Scale: 0.3f);
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dust.fadeIn = 0.75f;
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dust.velocity *= 0.1f;
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dust.noLight = true;
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}
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}
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}
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}
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}
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}
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}
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