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