// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.Biomes.Desert.SandMound // 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 System; namespace Terraria.GameContent.Biomes.Desert { public static class SandMound { public static void Place(DesertDescription description) { Rectangle desert1 = description.Desert; desert1.Height = Math.Min(description.Desert.Height, description.Hive.Height / 2); Rectangle desert2 = description.Desert; desert2.Y = desert1.Bottom; desert2.Height = Math.Max(0, description.Desert.Bottom - desert1.Bottom); SurfaceMap surface = description.Surface; int num1 = 0; int num2 = 0; for (int index1 = -5; index1 < desert1.Width + 5; ++index1) { float num3 = MathHelper.Clamp((float) ((double) Math.Abs((float) (index1 + 5) / (float) (desert1.Width + 10)) * 2.0 - 1.0), -1f, 1f); if (index1 % 3 == 0) num1 = Utils.Clamp(num1 + WorldGen.genRand.Next(-1, 2), -10, 10); num2 = Utils.Clamp(num2 + WorldGen.genRand.Next(-1, 2), -10, 10); float num4 = (float) Math.Sqrt(1.0 - (double) num3 * (double) num3 * (double) num3 * (double) num3); int num5 = desert1.Bottom - (int) ((double) num4 * (double) desert1.Height) + num1; if ((double) Math.Abs(num3) < 1.0) { float num6 = Utils.UnclampedSmoothStep(0.5f, 0.8f, Math.Abs(num3)); float num7 = num6 * num6 * num6; int num8 = Math.Min(10 + (int) ((double) desert1.Top - (double) num7 * 20.0) + num2, num5); for (int index2 = (int) surface[index1 + desert1.X] - 1; index2 < num8; ++index2) { int index3 = index1 + desert1.X; int index4 = index2; Main.tile[index3, index4].active(false); Main.tile[index3, index4].wall = (ushort) 0; } } SandMound.PlaceSandColumn(index1 + desert1.X, num5, desert2.Bottom - num5); } } private static void PlaceSandColumn(int startX, int startY, int height) { for (int index = startY + height - 1; index >= startY; --index) { int i = startX; int j = index; Tile tile1 = Main.tile[i, j]; tile1.liquid = (byte) 0; Tile tile2 = Main.tile[i, j + 1]; Tile tile3 = Main.tile[i, j + 2]; tile1.type = (ushort) 53; tile1.slope((byte) 0); tile1.halfBrick(false); tile1.active(true); if (index < startY) tile1.active(false); WorldGen.SquareWallFrame(i, j); } } } }