Terraria 1.4.0.5 Source Code

This commit is contained in:
MikeyIsBaeYT 2021-10-26 12:45:26 -04:00
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WaterfallManager.cs Normal file
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// Decompiled with JetBrains decompiler
// Type: Terraria.WaterfallManager
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ReLogic.Content;
using System;
using Terraria.ID;
using Terraria.IO;
namespace Terraria
{
public class WaterfallManager
{
private const int minWet = 160;
private const int maxWaterfallCountDefault = 1000;
private const int maxLength = 100;
private const int maxTypes = 24;
public int maxWaterfallCount = 1000;
private int qualityMax;
private int currentMax;
private WaterfallManager.WaterfallData[] waterfalls;
private Asset<Texture2D>[] waterfallTexture = new Asset<Texture2D>[24];
private int wFallFrCounter;
private int regularFrame;
private int wFallFrCounter2;
private int slowFrame;
private int rainFrameCounter;
private int rainFrameForeground;
private int rainFrameBackground;
private int snowFrameCounter;
private int snowFrameForeground;
private int findWaterfallCount;
private int waterfallDist = 100;
public WaterfallManager()
{
this.waterfalls = new WaterfallManager.WaterfallData[1000];
Main.Configuration.OnLoad += (Action<Preferences>) (preferences =>
{
this.maxWaterfallCount = Math.Max(0, preferences.Get<int>("WaterfallDrawLimit", 1000));
this.waterfalls = new WaterfallManager.WaterfallData[this.maxWaterfallCount];
});
}
public void LoadContent()
{
for (int index = 0; index < 24; ++index)
this.waterfallTexture[index] = Main.Assets.Request<Texture2D>("Images/Waterfall_" + (object) index, (AssetRequestMode) 2);
}
public bool CheckForWaterfall(int i, int j)
{
for (int index = 0; index < this.currentMax; ++index)
{
if (this.waterfalls[index].x == i && this.waterfalls[index].y == j)
return true;
}
return false;
}
public void FindWaterfalls(bool forced = false)
{
++this.findWaterfallCount;
if (this.findWaterfallCount < 30 && !forced)
return;
this.findWaterfallCount = 0;
this.waterfallDist = (int) (75.0 * (double) Main.gfxQuality) + 25;
this.qualityMax = (int) ((double) this.maxWaterfallCount * (double) Main.gfxQuality);
this.currentMax = 0;
int num1 = (int) ((double) Main.screenPosition.X / 16.0 - 1.0);
int num2 = (int) (((double) Main.screenPosition.X + (double) Main.screenWidth) / 16.0) + 2;
int num3 = (int) ((double) Main.screenPosition.Y / 16.0 - 1.0);
int num4 = (int) (((double) Main.screenPosition.Y + (double) Main.screenHeight) / 16.0) + 2;
int num5 = num1 - this.waterfallDist;
int num6 = num2 + this.waterfallDist;
int num7 = num3 - this.waterfallDist;
int num8 = num4 + 20;
if (num5 < 0)
num5 = 0;
if (num6 > Main.maxTilesX)
num6 = Main.maxTilesX;
if (num7 < 0)
num7 = 0;
if (num8 > Main.maxTilesY)
num8 = Main.maxTilesY;
for (int index1 = num5; index1 < num6; ++index1)
{
for (int index2 = num7; index2 < num8; ++index2)
{
Tile tile = Main.tile[index1, index2];
if (tile == null)
{
tile = new Tile();
Main.tile[index1, index2] = tile;
}
if (tile.active())
{
if (tile.halfBrick())
{
Tile testTile1 = Main.tile[index1, index2 - 1];
if (testTile1 == null)
{
testTile1 = new Tile();
Main.tile[index1, index2 - 1] = testTile1;
}
if (testTile1.liquid < (byte) 16 || WorldGen.SolidTile(testTile1))
{
Tile testTile2 = Main.tile[index1 - 1, index2];
if (testTile2 == null)
{
testTile2 = new Tile();
Main.tile[index1 - 1, index2] = testTile2;
}
Tile testTile3 = Main.tile[index1 + 1, index2];
if (testTile3 == null)
{
testTile3 = new Tile();
Main.tile[index1 + 1, index2] = testTile3;
}
if ((testTile2.liquid > (byte) 160 || testTile3.liquid > (byte) 160) && (testTile2.liquid == (byte) 0 && !WorldGen.SolidTile(testTile2) && testTile2.slope() == (byte) 0 || testTile3.liquid == (byte) 0 && !WorldGen.SolidTile(testTile3) && testTile3.slope() == (byte) 0) && this.currentMax < this.qualityMax)
{
this.waterfalls[this.currentMax].type = 0;
this.waterfalls[this.currentMax].type = testTile1.lava() || testTile3.lava() || testTile2.lava() ? 1 : (testTile1.honey() || testTile3.honey() || testTile2.honey() ? 14 : 0);
this.waterfalls[this.currentMax].x = index1;
this.waterfalls[this.currentMax].y = index2;
++this.currentMax;
}
}
}
if (tile.type == (ushort) 196)
{
Tile testTile = Main.tile[index1, index2 + 1];
if (testTile == null)
{
testTile = new Tile();
Main.tile[index1, index2 + 1] = testTile;
}
if (!WorldGen.SolidTile(testTile) && testTile.slope() == (byte) 0 && this.currentMax < this.qualityMax)
{
this.waterfalls[this.currentMax].type = 11;
this.waterfalls[this.currentMax].x = index1;
this.waterfalls[this.currentMax].y = index2 + 1;
++this.currentMax;
}
}
if (tile.type == (ushort) 460)
{
Tile testTile = Main.tile[index1, index2 + 1];
if (testTile == null)
{
testTile = new Tile();
Main.tile[index1, index2 + 1] = testTile;
}
if (!WorldGen.SolidTile(testTile) && testTile.slope() == (byte) 0 && this.currentMax < this.qualityMax)
{
this.waterfalls[this.currentMax].type = 22;
this.waterfalls[this.currentMax].x = index1;
this.waterfalls[this.currentMax].y = index2 + 1;
++this.currentMax;
}
}
}
}
}
}
public void UpdateFrame()
{
++this.wFallFrCounter;
if (this.wFallFrCounter > 2)
{
this.wFallFrCounter = 0;
++this.regularFrame;
if (this.regularFrame > 15)
this.regularFrame = 0;
}
++this.wFallFrCounter2;
if (this.wFallFrCounter2 > 6)
{
this.wFallFrCounter2 = 0;
++this.slowFrame;
if (this.slowFrame > 15)
this.slowFrame = 0;
}
++this.rainFrameCounter;
if (this.rainFrameCounter > 0)
{
++this.rainFrameForeground;
if (this.rainFrameForeground > 7)
this.rainFrameForeground -= 8;
if (this.rainFrameCounter > 2)
{
this.rainFrameCounter = 0;
--this.rainFrameBackground;
if (this.rainFrameBackground < 0)
this.rainFrameBackground = 7;
}
}
if (++this.snowFrameCounter <= 3)
return;
this.snowFrameCounter = 0;
if (++this.snowFrameForeground <= 7)
return;
this.snowFrameForeground = 0;
}
private void DrawWaterfall(SpriteBatch spriteBatch, int Style = 0, float Alpha = 1f)
{
Main.tileSolid[546] = false;
float num1 = 0.0f;
float num2 = 99999f;
float num3 = 99999f;
int num4 = -1;
int num5 = -1;
float num6 = 0.0f;
float num7 = 99999f;
float num8 = 99999f;
int num9 = -1;
int num10 = -1;
for (int index1 = 0; index1 < this.currentMax; ++index1)
{
int num11 = 0;
int index2 = this.waterfalls[index1].type;
int x1 = this.waterfalls[index1].x;
int y = this.waterfalls[index1].y;
int num12 = 0;
int num13 = 0;
int num14 = 0;
int num15 = 0;
int num16 = 0;
int index3 = 0;
int x2;
switch (index2)
{
case 0:
index2 = Style;
goto default;
case 1:
case 14:
if (!Main.drewLava && this.waterfalls[index1].stopAtStep != 0)
{
x2 = 32 * this.slowFrame;
break;
}
continue;
case 2:
if (Main.drewLava)
continue;
goto default;
case 11:
case 22:
if (!Main.drewLava)
{
int num17 = this.waterfallDist / 4;
if (index2 == 22)
num17 = this.waterfallDist / 2;
if (this.waterfalls[index1].stopAtStep > num17)
this.waterfalls[index1].stopAtStep = num17;
if (this.waterfalls[index1].stopAtStep != 0 && (double) (y + num17) >= (double) Main.screenPosition.Y / 16.0 && (double) x1 >= (double) Main.screenPosition.X / 16.0 - 20.0 && (double) x1 <= ((double) Main.screenPosition.X + (double) Main.screenWidth) / 16.0 + 20.0)
{
int num18;
int num19;
if (x1 % 2 == 0)
{
num18 = this.rainFrameForeground + 3;
if (num18 > 7)
num18 -= 8;
num19 = this.rainFrameBackground + 2;
if (num19 > 7)
num19 -= 8;
if (index2 == 22)
{
num18 = this.snowFrameForeground + 3;
if (num18 > 7)
num18 -= 8;
}
}
else
{
num18 = this.rainFrameForeground;
num19 = this.rainFrameBackground;
if (index2 == 22)
num18 = this.snowFrameForeground;
}
Rectangle rectangle1 = new Rectangle(num19 * 18, 0, 16, 16);
Rectangle rectangle2 = new Rectangle(num18 * 18, 0, 16, 16);
Vector2 origin = new Vector2(8f, 8f);
Vector2 position = y % 2 != 0 ? new Vector2((float) (x1 * 16 + 8), (float) (y * 16 + 8)) - Main.screenPosition : new Vector2((float) (x1 * 16 + 9), (float) (y * 16 + 8)) - Main.screenPosition;
Tile tile = Main.tile[x1, y - 1];
if (tile.active() && tile.bottomSlope())
position.Y -= 16f;
bool flag = false;
float rotation = 0.0f;
for (int index4 = 0; index4 < num17; ++index4)
{
Color color1 = Lighting.GetColor(x1, y);
float num20 = 0.6f;
float num21 = 0.3f;
if (index4 > num17 - 8)
{
float num22 = (float) (num17 - index4) / 8f;
num20 *= num22;
num21 *= num22;
}
Color color2 = color1 * num20;
Color color3 = color1 * num21;
if (index2 == 22)
{
spriteBatch.Draw(this.waterfallTexture[22].Value, position, new Rectangle?(rectangle2), color2, 0.0f, origin, 1f, SpriteEffects.None, 0.0f);
}
else
{
spriteBatch.Draw(this.waterfallTexture[12].Value, position, new Rectangle?(rectangle1), color3, rotation, origin, 1f, SpriteEffects.None, 0.0f);
spriteBatch.Draw(this.waterfallTexture[11].Value, position, new Rectangle?(rectangle2), color2, rotation, origin, 1f, SpriteEffects.None, 0.0f);
}
if (!flag)
{
++y;
Tile testTile = Main.tile[x1, y];
if (WorldGen.SolidTile(testTile))
flag = true;
if (testTile.liquid > (byte) 0)
{
int num23 = (int) (16.0 * ((double) testTile.liquid / (double) byte.MaxValue)) & 254;
if (num23 < 15)
{
rectangle2.Height -= num23;
rectangle1.Height -= num23;
}
else
break;
}
if (y % 2 == 0)
++position.X;
else
--position.X;
position.Y += 16f;
}
else
break;
}
this.waterfalls[index1].stopAtStep = 0;
continue;
}
continue;
}
continue;
default:
x2 = 32 * this.regularFrame;
break;
}
int num24 = 0;
int num25 = this.waterfallDist;
Color color4 = Color.White;
for (int index5 = 0; index5 < num25; ++index5)
{
if (num24 < 2)
{
switch (index2)
{
case 1:
double num26;
float r1 = (float) (num26 = (0.550000011920929 + (double) (270 - (int) Main.mouseTextColor) / 900.0) * 0.400000005960464);
float g1 = (float) (num26 * 0.300000011920929);
float b1 = (float) (num26 * 0.100000001490116);
Lighting.AddLight(x1, y, r1, g1, b1);
break;
case 2:
float num27 = (float) Main.DiscoR / (float) byte.MaxValue;
float num28 = (float) Main.DiscoG / (float) byte.MaxValue;
float num29 = (float) Main.DiscoB / (float) byte.MaxValue;
float r2 = num27 * 0.2f;
float g2 = num28 * 0.2f;
float b2 = num29 * 0.2f;
Lighting.AddLight(x1, y, r2, g2, b2);
break;
case 15:
float r3 = 0.0f;
float g3 = 0.0f;
float b3 = 0.2f;
Lighting.AddLight(x1, y, r3, g3, b3);
break;
case 16:
float r4 = 0.0f;
float g4 = 0.2f;
float b4 = 0.0f;
Lighting.AddLight(x1, y, r4, g4, b4);
break;
case 17:
float r5 = 0.0f;
float g5 = 0.0f;
float b5 = 0.2f;
Lighting.AddLight(x1, y, r5, g5, b5);
break;
case 18:
float r6 = 0.0f;
float g6 = 0.2f;
float b6 = 0.0f;
Lighting.AddLight(x1, y, r6, g6, b6);
break;
case 19:
float r7 = 0.2f;
float g7 = 0.0f;
float b7 = 0.0f;
Lighting.AddLight(x1, y, r7, g7, b7);
break;
case 20:
Lighting.AddLight(x1, y, 0.2f, 0.2f, 0.2f);
break;
case 21:
float r8 = 0.2f;
float g8 = 0.0f;
float b8 = 0.0f;
Lighting.AddLight(x1, y, r8, g8, b8);
break;
}
Tile tile = Main.tile[x1, y];
if (tile == null)
{
tile = new Tile();
Main.tile[x1, y] = tile;
}
if (!tile.nactive() || !Main.tileSolid[(int) tile.type] || Main.tileSolidTop[(int) tile.type] || TileID.Sets.Platforms[(int) tile.type] || tile.blockType() != 0)
{
Tile testTile1 = Main.tile[x1 - 1, y];
if (testTile1 == null)
{
testTile1 = new Tile();
Main.tile[x1 - 1, y] = testTile1;
}
Tile testTile2 = Main.tile[x1, y + 1];
if (testTile2 == null)
{
testTile2 = new Tile();
Main.tile[x1, y + 1] = testTile2;
}
Tile testTile3 = Main.tile[x1 + 1, y];
if (testTile3 == null)
{
testTile3 = new Tile();
Main.tile[x1 + 1, y] = testTile3;
}
int num30 = (int) tile.liquid / 16;
int num31 = 0;
int num32 = num15;
int num33;
int num34;
if (testTile2.topSlope() && !tile.halfBrick() && testTile2.type != (ushort) 19)
{
if (testTile2.slope() == (byte) 1)
{
num31 = 1;
num33 = 1;
num14 = 1;
num15 = num14;
}
else
{
num31 = -1;
num33 = -1;
num14 = -1;
num15 = num14;
}
num34 = 1;
}
else if (!WorldGen.SolidTile(testTile2) && !testTile2.bottomSlope() && !tile.halfBrick() || !testTile2.active() && !tile.halfBrick())
{
num24 = 0;
num34 = 1;
num33 = 0;
}
else if ((WorldGen.SolidTile(testTile1) || testTile1.topSlope() || testTile1.liquid > (byte) 0) && !WorldGen.SolidTile(testTile3) && testTile3.liquid == (byte) 0)
{
if (num14 == -1)
++num24;
num33 = 1;
num34 = 0;
num14 = 1;
}
else if ((WorldGen.SolidTile(testTile3) || testTile3.topSlope() || testTile3.liquid > (byte) 0) && !WorldGen.SolidTile(testTile1) && testTile1.liquid == (byte) 0)
{
if (num14 == 1)
++num24;
num33 = -1;
num34 = 0;
num14 = -1;
}
else if ((!WorldGen.SolidTile(testTile3) && !tile.topSlope() || testTile3.liquid == (byte) 0) && !WorldGen.SolidTile(testTile1) && !tile.topSlope() && testTile1.liquid == (byte) 0)
{
num34 = 0;
num33 = num14;
}
else
{
++num24;
num34 = 0;
num33 = 0;
}
if (num24 >= 2)
{
num14 *= -1;
num33 *= -1;
}
int num35 = -1;
if (index2 != 1 && index2 != 14)
{
if (testTile2.active())
num35 = (int) testTile2.type;
if (tile.active())
num35 = (int) tile.type;
}
switch (num35)
{
case 160:
index2 = 2;
break;
case 262:
case 263:
case 264:
case 265:
case 266:
case 267:
case 268:
index2 = 15 + num35 - 262;
break;
}
if (WorldGen.SolidTile(testTile2) && !tile.halfBrick())
num11 = 8;
else if (num13 != 0)
num11 = 0;
Color color5 = Lighting.GetColor(x1, y);
Color color6 = color5;
float num36;
switch (index2)
{
case 1:
num36 = 1f;
break;
case 14:
num36 = 0.8f;
break;
default:
num36 = tile.wall != (ushort) 0 || (double) y >= Main.worldSurface ? 0.6f * Alpha : Alpha;
break;
}
if (index5 > num25 - 10)
num36 *= (float) (num25 - index5) / 10f;
float num37 = (float) color5.R * num36;
float num38 = (float) color5.G * num36;
float num39 = (float) color5.B * num36;
float num40 = (float) color5.A * num36;
switch (index2)
{
case 1:
if ((double) num37 < 190.0 * (double) num36)
num37 = 190f * num36;
if ((double) num38 < 190.0 * (double) num36)
num38 = 190f * num36;
if ((double) num39 < 190.0 * (double) num36)
{
num39 = 190f * num36;
break;
}
break;
case 2:
num37 = (float) Main.DiscoR * num36;
num38 = (float) Main.DiscoG * num36;
num39 = (float) Main.DiscoB * num36;
break;
case 15:
case 16:
case 17:
case 18:
case 19:
case 20:
case 21:
num37 = (float) byte.MaxValue * num36;
num38 = (float) byte.MaxValue * num36;
num39 = (float) byte.MaxValue * num36;
break;
}
color5 = new Color((int) num37, (int) num38, (int) num39, (int) num40);
if (index2 == 1)
{
float num41 = Math.Abs((float) (x1 * 16 + 8) - (Main.screenPosition.X + (float) (Main.screenWidth / 2)));
float num42 = Math.Abs((float) (y * 16 + 8) - (Main.screenPosition.Y + (float) (Main.screenHeight / 2)));
if ((double) num41 < (double) (Main.screenWidth * 2) && (double) num42 < (double) (Main.screenHeight * 2))
{
float num43 = (float) (1.0 - Math.Sqrt((double) num41 * (double) num41 + (double) num42 * (double) num42) / ((double) Main.screenWidth * 0.75));
if ((double) num43 > 0.0)
num6 += num43;
}
if ((double) num41 < (double) num7)
{
num7 = num41;
num9 = x1 * 16 + 8;
}
if ((double) num42 < (double) num8)
{
num8 = num41;
num10 = y * 16 + 8;
}
}
else if (index2 != 1 && index2 != 14 && index2 != 11 && index2 != 12 && index2 != 22)
{
float num44 = Math.Abs((float) (x1 * 16 + 8) - (Main.screenPosition.X + (float) (Main.screenWidth / 2)));
float num45 = Math.Abs((float) (y * 16 + 8) - (Main.screenPosition.Y + (float) (Main.screenHeight / 2)));
if ((double) num44 < (double) (Main.screenWidth * 2) && (double) num45 < (double) (Main.screenHeight * 2))
{
float num46 = (float) (1.0 - Math.Sqrt((double) num44 * (double) num44 + (double) num45 * (double) num45) / ((double) Main.screenWidth * 0.75));
if ((double) num46 > 0.0)
num1 += num46;
}
if ((double) num44 < (double) num2)
{
num2 = num44;
num4 = x1 * 16 + 8;
}
if ((double) num45 < (double) num3)
{
num3 = num44;
num5 = y * 16 + 8;
}
}
if (index5 > 50 && (color6.R > (byte) 20 || color6.B > (byte) 20 || color6.G > (byte) 20))
{
float num47 = (float) color6.R;
if ((double) color6.G > (double) num47)
num47 = (float) color6.G;
if ((double) color6.B > (double) num47)
num47 = (float) color6.B;
if ((double) Main.rand.Next(20000) < (double) num47 / 30.0)
{
int index6 = Dust.NewDust(new Vector2((float) (x1 * 16 - num14 * 7), (float) (y * 16 + 6)), 10, 8, 43, Alpha: 254, newColor: Color.White, Scale: 0.5f);
Main.dust[index6].velocity *= 0.0f;
}
}
if (num12 == 0 && num31 != 0 && num13 == 1 && num14 != num15)
{
num31 = 0;
num14 = num15;
color5 = Color.White;
if (num14 == 1)
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16 - 16), (float) (y * 16 + 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 16 - num30)), color5, 0.0f, Vector2.Zero, 1f, SpriteEffects.FlipHorizontally, 0.0f);
else
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16 - 16), (float) (y * 16 + 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 8)), color5, 0.0f, Vector2.Zero, 1f, SpriteEffects.FlipHorizontally, 0.0f);
}
if (num16 != 0 && num33 == 0 && num34 == 1)
{
if (num14 == 1)
{
if (index3 != index2)
spriteBatch.Draw(this.waterfallTexture[index3].Value, new Vector2((float) (x1 * 16), (float) (y * 16 + num11 + 8)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 0, 16, 16 - num30 - 8)), color4, 0.0f, Vector2.Zero, 1f, SpriteEffects.FlipHorizontally, 0.0f);
else
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16), (float) (y * 16 + num11 + 8)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 0, 16, 16 - num30 - 8)), color5, 0.0f, Vector2.Zero, 1f, SpriteEffects.FlipHorizontally, 0.0f);
}
else
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16), (float) (y * 16 + num11 + 8)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 0, 16, 16 - num30 - 8)), color5, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.0f);
}
if (num11 == 8 && num13 == 1 && num16 == 0)
{
if (num15 == -1)
{
if (index3 != index2)
spriteBatch.Draw(this.waterfallTexture[index3].Value, new Vector2((float) (x1 * 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 8)), color4, 0.0f, new Vector2(), 1f, SpriteEffects.None, 0.0f);
else
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 8)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.None, 0.0f);
}
else if (index3 != index2)
spriteBatch.Draw(this.waterfallTexture[index3].Value, new Vector2((float) (x1 * 16 - 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 8)), color4, 0.0f, new Vector2(), 1f, SpriteEffects.FlipHorizontally, 0.0f);
else
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16 - 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 8)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.FlipHorizontally, 0.0f);
}
if (num31 != 0 && num12 == 0)
{
if (num32 == 1)
{
if (index3 != index2)
spriteBatch.Draw(this.waterfallTexture[index3].Value, new Vector2((float) (x1 * 16 - 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 16 - num30)), color4, 0.0f, new Vector2(), 1f, SpriteEffects.FlipHorizontally, 0.0f);
else
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16 - 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 16 - num30)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.FlipHorizontally, 0.0f);
}
else if (index3 != index2)
spriteBatch.Draw(this.waterfallTexture[index3].Value, new Vector2((float) (x1 * 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 16 - num30)), color4, 0.0f, new Vector2(), 1f, SpriteEffects.None, 0.0f);
else
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 16 - num30)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.None, 0.0f);
}
if (num34 == 1 && num31 == 0 && num16 == 0)
{
if (num14 == -1)
{
if (num13 == 0)
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16), (float) (y * 16 + num11)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 0, 16, 16 - num30)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.None, 0.0f);
else if (index3 != index2)
spriteBatch.Draw(this.waterfallTexture[index3].Value, new Vector2((float) (x1 * 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 16 - num30)), color4, 0.0f, new Vector2(), 1f, SpriteEffects.None, 0.0f);
else
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 16 - num30)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.None, 0.0f);
}
else if (num13 == 0)
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16), (float) (y * 16 + num11)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 0, 16, 16 - num30)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.FlipHorizontally, 0.0f);
else if (index3 != index2)
spriteBatch.Draw(this.waterfallTexture[index3].Value, new Vector2((float) (x1 * 16 - 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 16 - num30)), color4, 0.0f, new Vector2(), 1f, SpriteEffects.FlipHorizontally, 0.0f);
else
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16 - 16), (float) (y * 16)) - Main.screenPosition, new Rectangle?(new Rectangle(x2, 24, 32, 16 - num30)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.FlipHorizontally, 0.0f);
}
else
{
switch (num33)
{
case -1:
if (Main.tile[x1, y].liquid <= (byte) 0 || Main.tile[x1, y].halfBrick())
{
if (num31 == -1)
{
for (int index7 = 0; index7 < 8; ++index7)
{
int num48 = index7 * 2;
int num49 = index7 * 2;
int num50 = 14 - index7 * 2;
num11 = 8;
if (num12 == 0 && index7 > 5)
num50 = 4;
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16 + num48), (float) (y * 16 + num11 + num50)) - Main.screenPosition, new Rectangle?(new Rectangle(16 + x2 + num49, 0, 2, 16 - num11)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.FlipHorizontally, 0.0f);
}
break;
}
int height = 16;
if (TileID.Sets.BlocksWaterDrawingBehindSelf[(int) Main.tile[x1, y].type])
height = 8;
else if (TileID.Sets.BlocksWaterDrawingBehindSelf[(int) Main.tile[x1, y + 1].type])
height = 8;
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16), (float) (y * 16 + num11)) - Main.screenPosition, new Rectangle?(new Rectangle(16 + x2, 0, 16, height)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.None, 0.0f);
break;
}
break;
case 0:
if (num34 == 0)
{
if (Main.tile[x1, y].liquid <= (byte) 0 || Main.tile[x1, y].halfBrick())
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16), (float) (y * 16 + num11)) - Main.screenPosition, new Rectangle?(new Rectangle(16 + x2, 0, 16, 16)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.None, 0.0f);
index5 = 1000;
break;
}
break;
case 1:
if (Main.tile[x1, y].liquid <= (byte) 0 || Main.tile[x1, y].halfBrick())
{
if (num31 == 1)
{
for (int index8 = 0; index8 < 8; ++index8)
{
int num51 = index8 * 2;
int num52 = 14 - index8 * 2;
int num53 = num51;
num11 = 8;
if (num12 == 0 && index8 < 2)
num53 = 4;
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16 + num51), (float) (y * 16 + num11 + num53)) - Main.screenPosition, new Rectangle?(new Rectangle(16 + x2 + num52, 0, 2, 16 - num11)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.FlipHorizontally, 0.0f);
}
break;
}
int height = 16;
if (TileID.Sets.BlocksWaterDrawingBehindSelf[(int) Main.tile[x1, y].type])
height = 8;
else if (TileID.Sets.BlocksWaterDrawingBehindSelf[(int) Main.tile[x1, y + 1].type])
height = 8;
spriteBatch.Draw(this.waterfallTexture[index2].Value, new Vector2((float) (x1 * 16), (float) (y * 16 + num11)) - Main.screenPosition, new Rectangle?(new Rectangle(16 + x2, 0, 16, height)), color5, 0.0f, new Vector2(), 1f, SpriteEffects.FlipHorizontally, 0.0f);
break;
}
break;
}
}
if (tile.liquid > (byte) 0 && !tile.halfBrick())
index5 = 1000;
num13 = num34;
num15 = num14;
num12 = num33;
x1 += num33;
y += num34;
num16 = num31;
color4 = color5;
if (index3 != index2)
index3 = index2;
if (testTile1.active() && (testTile1.type == (ushort) 189 || testTile1.type == (ushort) 196) || testTile3.active() && (testTile3.type == (ushort) 189 || testTile3.type == (ushort) 196) || testTile2.active() && (testTile2.type == (ushort) 189 || testTile2.type == (ushort) 196))
num25 = (int) ((double) (40 * (Main.maxTilesX / 4200)) * (double) Main.gfxQuality);
}
else
break;
}
}
}
Main.ambientWaterfallX = (float) num4;
Main.ambientWaterfallY = (float) num5;
Main.ambientWaterfallStrength = num1;
Main.ambientLavafallX = (float) num9;
Main.ambientLavafallY = (float) num10;
Main.ambientLavafallStrength = num6;
Main.tileSolid[546] = true;
}
public void Draw(SpriteBatch spriteBatch)
{
for (int index = 0; index < this.currentMax; ++index)
this.waterfalls[index].stopAtStep = this.waterfallDist;
Main.drewLava = false;
if ((double) Main.liquidAlpha[0] > 0.0)
this.DrawWaterfall(spriteBatch, Alpha: Main.liquidAlpha[0]);
if ((double) Main.liquidAlpha[2] > 0.0)
this.DrawWaterfall(spriteBatch, 3, Main.liquidAlpha[2]);
if ((double) Main.liquidAlpha[3] > 0.0)
this.DrawWaterfall(spriteBatch, 4, Main.liquidAlpha[3]);
if ((double) Main.liquidAlpha[4] > 0.0)
this.DrawWaterfall(spriteBatch, 5, Main.liquidAlpha[4]);
if ((double) Main.liquidAlpha[5] > 0.0)
this.DrawWaterfall(spriteBatch, 6, Main.liquidAlpha[5]);
if ((double) Main.liquidAlpha[6] > 0.0)
this.DrawWaterfall(spriteBatch, 7, Main.liquidAlpha[6]);
if ((double) Main.liquidAlpha[7] > 0.0)
this.DrawWaterfall(spriteBatch, 8, Main.liquidAlpha[7]);
if ((double) Main.liquidAlpha[8] > 0.0)
this.DrawWaterfall(spriteBatch, 9, Main.liquidAlpha[8]);
if ((double) Main.liquidAlpha[9] > 0.0)
this.DrawWaterfall(spriteBatch, 10, Main.liquidAlpha[9]);
if ((double) Main.liquidAlpha[10] > 0.0)
this.DrawWaterfall(spriteBatch, 13, Main.liquidAlpha[10]);
if ((double) Main.liquidAlpha[12] <= 0.0)
return;
this.DrawWaterfall(spriteBatch, 23, Main.liquidAlpha[12]);
}
public struct WaterfallData
{
public int x;
public int y;
public int type;
public int stopAtStep;
}
}
}