public void CalculateTemperature(int x, int y, int z, float meterTemperature, float meterInsulation, out float temperature, out float temperatureFlux) { m_toVisit.Clear(); for (int i = 0; i < m_visited.Length; i++) { m_visited[i] = 0; } float num = 0f; float num2 = 0f; float num3 = 0f; float num4 = 0f; float num5 = 0f; float num6 = 0f; m_toVisit.Add(133152); for (int j = 0; j < m_toVisit.Count; j++) { int num7 = m_toVisit.Array[j]; if ((m_visited[num7 / 32] & (1 << num7)) != 0) { continue; } m_visited[num7 / 32] |= 1 << num7; int num8 = (num7 & 0x3F) - 32; int num9 = ((num7 >> 6) & 0x3F) - 32; int num10 = ((num7 >> 12) & 0x3F) - 32; int num11 = num8 + x; int num12 = num9 + y; int num13 = num10 + z; Terrain terrain = base.SubsystemTerrain.Terrain; TerrainChunk chunkAtCell = terrain.GetChunkAtCell(num11, num13); if (chunkAtCell == null || num12 < 0 || num12 >= 256) { continue; } int x2 = num11 & 0xF; int y2 = num12; int z2 = num13 & 0xF; int cellValueFast = chunkAtCell.GetCellValueFast(x2, y2, z2); int num14 = Terrain.ExtractContents(cellValueFast); Block block = BlocksManager.Blocks[num14]; float heat = GetHeat(cellValueFast); if (heat > 0f) { int num15 = MathUtils.Abs(num8) + MathUtils.Abs(num9) + MathUtils.Abs(num10); int num16 = (num15 <= 0) ? 1 : (4 * num15 * num15 + 2); float num17 = 1f / (float)num16; num5 += num17 * 36f * heat; num6 += num17; } else if (block.IsHeatBlocker(cellValueFast)) { int num18 = MathUtils.Abs(num8) + MathUtils.Abs(num9) + MathUtils.Abs(num10); int num19 = (num18 <= 0) ? 1 : (4 * num18 * num18 + 2); float num20 = 1f / (float)num19; float num21 = terrain.SeasonTemperature; float num22 = SubsystemWeather.GetTemperatureAdjustmentAtHeight(y2); float num23 = (block is WaterBlock) ? (MathUtils.Max((float)chunkAtCell.GetTemperatureFast(x2, z2) + num21 - 6f, 0f) + num22) : ((!(block is IceBlock)) ? ((float)chunkAtCell.GetTemperatureFast(x2, z2) + num21 + num22) : (0f + num21 + num22)); num += num20 * num23; num2 += num20; } else if (y >= chunkAtCell.GetTopHeightFast(x2, z2)) { int num24 = MathUtils.Abs(num8) + MathUtils.Abs(num9) + MathUtils.Abs(num10); int num25 = (num24 <= 0) ? 1 : (4 * num24 * num24 + 2); float num26 = 1f / (float)num25; PrecipitationShaftInfo precipitationShaftInfo = m_subsystemWeather.GetPrecipitationShaftInfo(x, z); float num27 = terrain.SeasonTemperature; float num28 = (y >= precipitationShaftInfo.YLimit) ? MathUtils.Lerp(0f, -2f, precipitationShaftInfo.Intensity) : 0f; float num29 = MathUtils.Lerp(-6f, 0f, m_subsystemSky.SkyLightIntensity); float num30 = SubsystemWeather.GetTemperatureAdjustmentAtHeight(y2); num3 += num26 * ((float)chunkAtCell.GetTemperatureFast(x2, z2) + num27 + num28 + num29 + num30); num4 += num26; } else if (m_toVisit.Count < 4090) { if (num8 > -30) { m_toVisit.Add(num7 - 1); } if (num8 < 30) { m_toVisit.Add(num7 + 1); } if (num9 > -30) { m_toVisit.Add(num7 - 64); } if (num9 < 30) { m_toVisit.Add(num7 + 64); } if (num10 > -30) { m_toVisit.Add(num7 - 4096); } if (num10 < 30) { m_toVisit.Add(num7 + 4096); } } } float num31 = 0f; for (int k = -7; k <= 7; k++) { for (int l = -7; l <= 7; l++) { TerrainChunk chunkAtCell2 = base.SubsystemTerrain.Terrain.GetChunkAtCell(x + k, z + l); if (chunkAtCell2 == null || chunkAtCell2.State < TerrainChunkState.InvalidVertices1) { continue; } for (int m = -7; m <= 7; m++) { int num32 = k * k + m * m + l * l; if (num32 > 49 || num32 <= 0) { continue; } int x3 = (x + k) & 0xF; int num33 = y + m; int z3 = (z + l) & 0xF; if (num33 >= 0 && num33 < 256) { float heat2 = GetHeat(chunkAtCell2.GetCellValueFast(x3, num33, z3)); if (heat2 > 0f && !base.SubsystemTerrain.Raycast(new Vector3(x, y, z) + new Vector3(0.5f, 0.75f, 0.5f), new Vector3(x + k, y + m, z + l) + new Vector3(0.5f, 0.75f, 0.5f), useInteractionBoxes: false, skipAirBlocks: true, delegate(int raycastValue, float d) { Block block2 = BlocksManager.Blocks[Terrain.ExtractContents(raycastValue)]; return(block2.IsCollidable && !block2.IsTransparent); }).HasValue) { num31 += heat2 * 3f / (float)(num32 + 2); } } } } } float num34 = 0f; float num35 = 0f; if (num31 > 0f) { float num36 = 3f * num31; num34 += 35f * num36; num35 += num36; } if (num2 > 0f) { float num37 = 1f; num34 += num / num2 * num37; num35 += num37; } if (num4 > 0f) { float num38 = 4f * MathUtils.Pow(num4, 0.25f); num34 += num3 / num4 * num38; num35 += num38; } if (num6 > 0f) { float num39 = 1.5f * MathUtils.Pow(num6, 0.25f); num34 += num5 / num6 * num39; num35 += num39; } if (meterInsulation > 0f) { num34 += meterTemperature * meterInsulation; num35 += meterInsulation; } temperature = ((num35 > 0f) ? (num34 / num35) : meterTemperature); temperatureFlux = num35 - meterInsulation; }