// Token: 0x060001EF RID: 495 RVA: 0x000BF614 File Offset: 0x000BD814 public static void MakeRain() { if ((double)Main.screenPosition.Y > Main.worldSurface * 16.0) { return; } if (Main.gameMenu) { return; } float num = (float)Main.screenWidth / 1920f; num *= 25f; num *= 0.25f + 1f * Main.cloudAlpha; if (Filters.Scene["Sandstorm"].IsActive()) { return; } int num2 = 0; while ((float)num2 < num) { int num3 = 600; if (Main.player[Main.myPlayer].velocity.Y < 0f) { num3 += (int)(Math.Abs(Main.player[Main.myPlayer].velocity.Y) * 30f); } Vector2 vector; vector.X = (float)Main.rand.Next((int)Main.screenPosition.X - num3, (int)Main.screenPosition.X + Main.screenWidth + num3); vector.Y = Main.screenPosition.Y - (float)Main.rand.Next(20, 100); vector.X -= Main.windSpeed * 15f * 40f; vector.X += Main.player[Main.myPlayer].velocity.X * 40f; if (vector.X < 0f) { vector.X = 0f; } if (vector.X > (float)((Main.maxTilesX - 1) * 16)) { vector.X = (float)((Main.maxTilesX - 1) * 16); } int num4 = (int)vector.X / 16; int num5 = (int)vector.Y / 16; if (num4 < 0) { num4 = 0; } if (num4 > Main.maxTilesX - 1) { num4 = Main.maxTilesX - 1; } if (Main.gameMenu || (!WorldGen.SolidTile(num4, num5) && Main.tile[num4, num5].wall <= 0)) { Vector2 vector2 = new Vector2(Main.windSpeed * 12f, 14f); Rain.NewRain(vector, vector2); } num2++; } }
public static void MakeRain() { if (Main.netMode == 2 || Main.gamePaused || ((double)Main.screenPosition.Y > Main.worldSurface * 16.0 || Main.gameMenu)) { return; } float num1 = (float)Main.screenWidth / 1920f * 25f * (float)(0.25 + 1.0 * (double)Main.cloudAlpha); if (Filters.Scene["Sandstorm"].IsActive()) { return; } for (int index = 0; (double)index < (double)num1; ++index) { int num2 = 600; if ((double)Main.player[Main.myPlayer].velocity.Y < 0.0) { num2 += (int)((double)Math.Abs(Main.player[Main.myPlayer].velocity.Y) * 30.0); } Vector2 Position; Position.X = (float)Main.rand.Next((int)Main.screenPosition.X - num2, (int)Main.screenPosition.X + Main.screenWidth + num2); Position.Y = Main.screenPosition.Y - (float)Main.rand.Next(20, 100); Position.X -= (float)((double)Main.windSpeedCurrent * 15.0 * 40.0); Position.X += Main.player[Main.myPlayer].velocity.X * 40f; if ((double)Position.X < 0.0) { Position.X = 0.0f; } if ((double)Position.X > (double)((Main.maxTilesX - 1) * 16)) { Position.X = (float)((Main.maxTilesX - 1) * 16); } int i = (int)Position.X / 16; int j = (int)Position.Y / 16; if (i < 0) { i = 0; } if (i > Main.maxTilesX - 1) { i = Main.maxTilesX - 1; } if (j < 0) { j = 0; } if (j > Main.maxTilesY - 1) { j = Main.maxTilesY - 1; } if (Main.gameMenu || !WorldGen.SolidTile(i, j, false) && Main.tile[i, j].wall <= (ushort)0) { Vector2 Velocity = new Vector2(Main.windSpeedCurrent * 18f, 14f); Rain.NewRain(Position, Velocity); } } }
public static void MakeRain() { if ((double)Main.screenPosition.Y > Main.worldSurface * 16.0 || Main.gameMenu) { return; } float num1 = (float)Main.screenWidth / 1920f * 25f * (float)(0.25 + 1.0 * (double)Main.cloudAlpha); for (int index = 0; (double)index < (double)num1; ++index) { int num2 = 600; if ((double)Main.player[Main.myPlayer].velocity.Y < 0.0) { num2 += (int)((double)Math.Abs(Main.player[Main.myPlayer].velocity.Y) * 30.0); } Vector2 Position; Position.X = (float)Main.rand.Next((int)Main.screenPosition.X - num2, (int)Main.screenPosition.X + Main.screenWidth + num2); Position.Y = Main.screenPosition.Y - (float)Main.rand.Next(20, 100); Position.X -= (float)((double)Main.windSpeed * 15.0 * 40.0); Position.X += Main.player[Main.myPlayer].velocity.X * 40f; if ((double)Position.X < 0.0) { Position.X = 0.0f; } if ((double)Position.X > (double)((Main.maxTilesX - 1) * 16)) { Position.X = (float)((Main.maxTilesX - 1) * 16); } int i = (int)Position.X / 16; int j = (int)Position.Y / 16; if (i < 0) { i = 0; } if (i > Main.maxTilesX - 1) { i = Main.maxTilesX - 1; } if (Main.gameMenu || !WorldGen.SolidTile(i, j) && (int)Main.tile[i, j].wall <= 0) { Vector2 Velocity = new Vector2(Main.windSpeed * 12f, 14f); Rain.NewRain(Position, Velocity); } } }
public static void MakeRain() { if ((double)Main.screenPosition.Y > Main.worldSurface * 16.0 || Main.gameMenu) { return; } float num1 = (float)Main.screenWidth / 1920f * 25f * (float)(0.25 + 1.0 * (double)Main.cloudAlpha); if (Filters.Scene["Sandstorm"].IsActive()) { return; } for (int index = 0; (double)index < (double)num1; ++index) { int num2 = 600; if (Main.player[Main.myPlayer].velocity.Y < 0.0) { num2 += (int)((double)Math.Abs((float)Main.player[Main.myPlayer].velocity.Y) * 30.0); } Vector2 Position; Position.X = (__Null)(double)Main.rand.Next((int)Main.screenPosition.X - num2, (int)Main.screenPosition.X + Main.screenWidth + num2); Position.Y = (__Null)(Main.screenPosition.Y - (double)Main.rand.Next(20, 100)); // ISSUE: explicit reference operation // ISSUE: variable of a reference type Vector2& local1 = @Position; // ISSUE: explicit reference operation double num3 = (^ local1).X - (double)Main.windSpeed * 15.0 * 40.0; // ISSUE: explicit reference operation (^ local1).X = (__Null)num3; // ISSUE: explicit reference operation // ISSUE: variable of a reference type Vector2& local2 = @Position; // ISSUE: explicit reference operation double num4 = (^ local2).X + Main.player[Main.myPlayer].velocity.X * 40.0; // ISSUE: explicit reference operation (^ local2).X = (__Null)num4; if (Position.X < 0.0) { Position.X = (__Null)0.0; } if (Position.X > (double)((Main.maxTilesX - 1) * 16)) { Position.X = (__Null)(double)((Main.maxTilesX - 1) * 16); } int i = (int)Position.X / 16; int j = (int)Position.Y / 16; if (i < 0) { i = 0; } if (i > Main.maxTilesX - 1) { i = Main.maxTilesX - 1; } if (Main.gameMenu || !WorldGen.SolidTile(i, j) && (int)Main.tile[i, j].wall <= 0) { Vector2 Velocity; // ISSUE: explicit reference operation ((Vector2)@Velocity).\u002Ector(Main.windSpeed * 12f, 14f); Rain.NewRain(Position, Velocity); } } }