Elin Decompiled Documentation EA 23.327 Nightly
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BaseTileMap.cs
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1using System;
2using NoiseSystem;
3using UnityEngine;
4
5public class BaseTileMap : EMono
6{
7 public enum WallClipMode
8 {
9 ByRoom,
10 ByLot
11 }
12
13 public enum InnerMode
14 {
15 None,
17 Height,
19 }
20
21 public enum CardIconMode
22 {
23 None,
24 Inspect,
26 State,
28 }
29
30 public enum ScreenHighlight
31 {
32 None,
33 SunMap
34 }
35
36 public static bool forceShowHang;
37
38 public int count;
39
40 [Header("Mouse Hit")]
41 public Collider2D mouseCollider;
42
43 public Vector3 colliderFix;
44
45 public int maxColliderCheck;
46
47 [Header("Height")]
48 public float heightBlockSize;
49
50 public float slopeFixZ;
51
52 public float heightModDeco;
53
54 public float heightLimitDeco;
55
56 public Vector3 heightMod;
57
58 public Vector3 ugFix;
59
60 public Vector3 ugFixBridge;
61
62 public Vector3 ugFixBridgeBottom;
63
64 public Vector3 ugFixBridgeTop;
65
66 public Vector3 heightModRoofBlock;
67
68 [Header("Room")]
69 public float rightWallShade;
70
71 public Vector3 roofRampFix;
72
73 public Vector3 roofFix;
74
75 public Vector3 roofFix2;
76
77 public Vector3 roofFix3;
78
79 public float roofLightMod;
80
81 public float lotLight;
82
83 public float lotLight2;
84
85 public float roofLightSnow;
86
87 [Header("Other")]
89
91
92 public Vector3 edgeBlockFix;
93
94 public Vector3 bridgeFix;
95
96 public Vector3 cornerWallFix;
97
98 public Vector3 cornerWallFix2;
99
100 public Vector3 cornerWallFix3;
101
102 public Vector3 altitudeFix;
103
104 public Vector3 waterEdgeFix;
105
106 public Vector3 waterEdgeBridgeFix;
107
108 public Vector3 waterEdgeFixShore;
109
110 public Vector3 waterEdgeFixShoreSand;
111
112 public Vector3[] ambientShadowFix;
113
114 public Vector3[] transitionFix;
115
116 public Vector3[] wallHangFix;
117
118 public Vector3[] waterEdgeBlockFix;
119
120 public int fogTile;
121
122 public float floatSpeed;
123
124 public float shadowModStrength;
125
126 public int maxFloat;
127
128 public int[] seaAnimeIndexes;
129
130 [Header("References")]
131 public NoiseLayer layerGroundLights;
132
134
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220
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224
226
228
230
231 public Point TestPoint = new Point();
232
234
235 [NonSerialized]
236 public int Size;
237
238 [NonSerialized]
239 public int SizeXZ;
240
241 [NonSerialized]
242 public int mx;
243
244 [NonSerialized]
245 public int mz;
246
247 [NonSerialized]
248 public int x;
249
250 [NonSerialized]
251 public int z;
252
253 [NonSerialized]
254 public int cx;
255
256 [NonSerialized]
257 public int cz;
258
259 [NonSerialized]
260 public int activeCount;
261
262 [NonSerialized]
263 public int floatV = 1;
264
265 [NonSerialized]
266 public byte[] groundLights;
267
268 [NonSerialized]
269 public bool lowBlock;
270
271 [NonSerialized]
272 public bool lowObj;
273
274 [NonSerialized]
275 public bool highlightArea;
276
277 [NonSerialized]
279
280 [NonSerialized]
281 public bool hideRoomFog;
282
283 [NonSerialized]
284 public bool showRoof;
285
286 [NonSerialized]
287 public bool showFullWall;
288
289 [NonSerialized]
290 public bool hideHang;
291
292 [NonSerialized]
293 public bool usingHouseBoard;
294
295 [NonSerialized]
296 public bool noRoofMode;
297
298 [NonSerialized]
299 public bool fogged;
300
301 [NonSerialized]
302 public int[] floatVs = new int[10] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
303
304 [NonSerialized]
305 public float[] lightLookUp;
306
307 [NonSerialized]
308 public float[] floatYs = new float[10] { 0f, 1f, 2f, 3f, 4f, 5f, 6f, 7f, 8f, 9f };
309
310 [NonSerialized]
311 public float _lightMod;
312
313 [NonSerialized]
314 public float _baseBrightness;
315
316 [NonSerialized]
317 public float lowblockTimer;
318
319 [NonSerialized]
320 public float heightLightMod;
321
322 [NonSerialized]
323 public float _rightWallShade;
324
325 [NonSerialized]
326 public float roofLightLimitMod;
327
328 [NonSerialized]
329 public float floatY;
330
331 [NonSerialized]
333
334 [NonSerialized]
335 public Vector3 _heightMod;
336
337 [NonSerialized]
339
340 protected RaycastHit2D[] rays = new RaycastHit2D[1];
341
343
344 protected bool isMining;
345
346 protected bool buildMode;
347
348 protected bool hasBridge;
349
350 protected bool _lowblock;
351
352 protected bool isIndoor;
353
355
356 protected Map map;
357
358 protected MeshPass pass;
359
361
363
365
366 protected int liquidLv;
367
368 protected int index;
369
370 protected int totalFire;
371
372 protected int snowColorToken;
373
374 protected int waterAnimeIndex;
375
376 protected int lowWallObjAltitude;
377
379
381
383
385
386 protected float blockLight;
387
388 protected float floorLight;
389
390 protected float floorLight2;
391
392 protected float light;
393
394 protected float pcMaxLight;
395
396 protected float orgX;
397
398 protected float orgY;
399
400 protected float orgZ;
401
402 protected float roomHeight;
403
404 protected float maxHeight;
405
406 protected float snowLight;
407
408 protected float waterAnimeTimer;
409
410 protected float floatTimer;
411
412 protected float destBrightness;
413
414 protected float lightLimit;
415
416 protected float modSublight1;
417
418 protected float modSublight2;
419
420 protected float shadowStrength;
421
422 protected float _shadowStrength;
423
424 protected float fogBrightness;
425
426 protected float defaultBlockHeight;
427
428 protected float snowLimit;
429
430 protected float snowColor;
431
432 protected float snowColor2;
433
434 protected float nightRatio;
435
436 protected RenderParam param = new RenderParam();
437
438 protected MeshBatch batch;
439
440 protected Vector3 _actorPos;
441
442 protected Vector3 freePos;
443
444 protected int tile;
445
446 protected int floorMatColor;
447
448 protected int height;
449
450 protected int currentHeight;
451
452 protected int pcX;
453
454 protected int pcZ;
455
456 protected int floorDir;
457
458 protected bool roof;
459
460 protected bool isSeen;
461
462 protected bool showAllCards;
463
464 protected bool fogBounds;
465
466 protected bool snowed;
467
468 protected bool isSnowCovered;
469
470 protected bool highlightCells;
471
472 protected bool cinemaMode;
473
474 protected bool alwaysLowblock;
475
476 protected bool showBorder;
477
478 protected bool isUnderwater;
479
480 protected bool darkenOuter;
481
482 protected Vector3 thingPos;
483
484 protected Vector3 orgPos;
485
486 protected Cell cell;
487
489
491
493
495
497
498 protected Room currentRoom;
499
500 protected Room lastRoom;
501
502 protected Room room;
503
504 protected Lot currentLot;
505
507
509
511
512 private bool noSlopMode;
513
515
516 public const int DefColor = 104025;
517
518 public const int BlocklightToken = 262144;
519
520 public const int BlocklightMTP = 50;
521
523
524 public void OnActivate(BaseGameScreen _screen)
525 {
526 screen = _screen;
527 if (lightLookUp == null)
528 {
529 lightLookUp = new float[256];
530 for (int i = 0; i < 256; i++)
531 {
532 lightLookUp[i] = EMono.scene.profile.global.lightLookupCurve.Evaluate((float)i / 255f);
533 }
534 }
537 zSetting = renderSetting.zSetting;
538 RenderObject.syncList = EMono.scene.syncList;
539 RenderObject.altitudeFix = altitudeFix.y;
540 if (Rand.bytes == null)
541 {
542 Rand.InitBytes(1);
543 }
545 }
546
547 public virtual void Draw()
548 {
549 Zone zone = EMono._zone;
550 map = zone.map;
551 Size = map.Size;
552 SizeXZ = map.SizeXZ;
554 count = 0;
555 totalFire = 0;
556 pcX = EMono.pc.pos.x;
557 pcZ = EMono.pc.pos.z;
560 lightSetting = profile.light;
563 {
564 buildMode = false;
565 }
567 isMining = EMono.scene.actionMode == ActionMode.Mine;
572 subtleHighlightArea = EMono.scene.actionMode.AreaHihlight != 0 && (EMono.scene.actionMode.AreaHihlight == AreaHighlightMode.Build || EMono.scene.actionMode.AreaHihlight != AreaHighlightMode.Edit);
573 highlightArea = EMono.scene.actionMode.AreaHihlight == AreaHighlightMode.Edit || subtleHighlightArea;
575 _rightWallShade = (int)(50f * rightWallShade) * 262144;
578 showBorder = (EMono.core.config.game.showBorder == 1 && EMono._zone is Zone_Field && !EMono._zone.IsPlayerFaction) || (EMono.core.config.game.showBorder == 2 && !EMono._zone.map.IsIndoor && !EMono._zone.IsSkyLevel && !EMono._zone.IsRegion);
579 snowLimit = profile.global.snowLimit.Evaluate(EMono.scene.timeRatio);
580 snowLight = profile.global.snowLight;
581 snowColor = profile.global.snowColor;
582 snowColor2 = profile.global.snowColor2;
583 snowColorToken = (int)((float)profile.global.snowRGB.x * nightRatio) * 4096 + (int)((float)profile.global.snowRGB.y * nightRatio) * 64 + (int)((float)profile.global.snowRGB.z * nightRatio);
586 {
588 }
589 roofLightLimitMod = profile.global.roofLightLimitMod.Evaluate(EMono.scene.timeRatio);
590 fogBounds = (EMono._map.config.forceHideOutbounds && (!EMono.debug.godBuild || !buildMode)) || (EMono.core.config.game.dontRenderOutsideMap && !buildMode);
591 heightLightMod = ((EMono._map.config.heightLightMod == 0f) ? 0.005f : EMono._map.config.heightLightMod);
592 modSublight1 = profile.global.modSublight1;
593 modSublight2 = profile.global.modSublight2 * nightRatio;
594 pcMaxLight = EMono.player.lightPower * 2f * (float)(EMono.player.lightRadius - 2);
597 _lightMod = lightSetting.lightMod * lightSetting.lightModCurve.Evaluate(EMono.scene.timeRatio);
598 destBrightness = lightSetting.baseBrightness * lightSetting.baseBrightnessCurve.Evaluate(EMono.scene.timeRatio);
599 float num = destBrightness;
600 destBrightness = destBrightness * lightSetting.dynamicBrightnessCurve2.Evaluate(EMono.scene.timeRatio) + lightSetting.dynamicBrightnessCurve.Evaluate(EMono.scene.timeRatio) * (float)(int)EMono.pc.pos.cell.light + ((EMono.pc.pos.cell.light == 0) ? 0f : lightSetting.dynamicBrightnessLightBonus);
601 if (destBrightness > num)
602 {
603 destBrightness = num;
604 }
605 if (!Mathf.Approximately(_baseBrightness, destBrightness))
606 {
608 }
609 if (activeCount == 0)
610 {
612 }
613 activeCount++;
615 {
616 _baseBrightness = 0.7f;
617 }
618 Fov.nonGradientMod = profile.global.fovModNonGradient;
621 float num2 = Core.delta * (float)EMono.game.config.animeSpeed * 0.01f;
622 floatTimer += num2;
624 {
626 for (int i = 0; i < floatYs.Length; i++)
627 {
628 floatYs[i] += floatVs[i];
629 if (floatYs[i] >= (float)maxFloat)
630 {
631 floatVs[i] = -1;
632 }
633 if (floatYs[i] < 0f)
634 {
635 floatVs[i] = 1;
636 }
637 }
638 }
639 floatY = floatYs[0];
640 floatV = floatVs[0];
641 waterAnimeTimer += num2;
642 if (waterAnimeTimer > 0.5f)
643 {
644 waterAnimeTimer = 0f;
646 }
647 if (cinemaMode)
648 {
649 CinemaConfig cinemaConfig = EMono.player.cinemaConfig;
650 profile = ActionMode.Cinema.profile;
651 lightSetting = profile.light;
653 _lightMod += lightSetting.lightMod * lightSetting.lightModCurve.Evaluate(EMono.scene.timeRatio) * (0.01f * (float)cinemaConfig.light);
654 destBrightness += 0.01f * (float)cinemaConfig.brightness;
655 EMono.scene.camSupport.grading.cinemaBrightness = 0.01f * (float)cinemaConfig.brightness;
656 EMono.scene.camSupport.grading.SetGrading();
657 heightLightMod = 0f;
658 }
659 map.rooms.Refresh();
664 {
667 }
668 else
669 {
670 currentHeight = 0;
671 currentRoom = null;
672 }
673 lowObj = false;
675 noRoofMode = false;
676 bool flag = !isIndoor || EMono._zone is Zone_Tent;
678 {
679 flag = !flag;
680 }
682 {
683 lowBlock = (hideRoomFog = (hideHang = false));
684 showRoof = (showFullWall = flag);
686 {
687 fogBounds = false;
688 }
689 }
690 else if (buildMode)
691 {
693 if (HitPoint.IsValid)
694 {
696 }
697 hideRoomFog = true;
702 if (cinemaMode)
703 {
705 }
706 }
707 else if (ActionMode.IsAdv)
708 {
709 noRoofMode = EMono.game.config.noRoof || screen.focusOption != null;
711 {
712 if (!EMono.pc.IsMoving)
713 {
714 lowblockTimer = 0.1f;
715 }
716 }
717 else if (!EInput.rightMouse.pressing)
718 {
719 lowblockTimer = 0f;
720 }
721 x = EMono.pc.pos.x;
722 z = EMono.pc.pos.z;
723 Room room = null;
724 if (room != null)
725 {
727 }
728 if (currentRoom != null)
729 {
730 currentRoom.data.visited = true;
731 }
732 if (room != null)
733 {
734 room.data.visited = true;
735 }
736 lowBlock = lowblockTimer > 0f;
737 hideRoomFog = currentRoom != null && (currentRoom.HasRoof || isIndoor);
738 if (hideRoomFog)
739 {
740 lowBlock = true;
741 }
742 if (noRoofMode && (currentRoom == null || currentRoom.lot.idRoofStyle == 0))
743 {
744 hideRoomFog = true;
745 showRoof = (showFullWall = false);
746 }
747 else
748 {
749 showRoof = (showFullWall = flag && !lowBlock && !hideRoomFog);
750 }
752 EMono.game.config.showRoof = !hideRoomFog;
753 if (forceShowHang)
754 {
755 hideHang = false;
756 forceShowHang = false;
757 }
758 }
759 else
760 {
761 lowBlock = (hideRoomFog = (hideHang = false));
762 showRoof = (showFullWall = true);
763 }
764 darkenOuter = !cinemaMode && !ActionMode.Bird.IsActive && !ActionMode.ViewMap.IsActive;
765 currentLot = currentRoom?.lot ?? null;
766 Vector3 mposWorld = EInput.mposWorld;
767 mposWorld.z = 0f;
768 Vector3Int vector3Int = screen.grid.WorldToCell(mposWorld);
769 mx = -vector3Int.y;
770 mz = vector3Int.x - 1;
771 HitPoint.Set(mx, mz);
772 bool isAltDown = EInput.isAltDown;
773 for (int num3 = maxColliderCheck + EMono.core.config.test.screenExtraHeight; num3 >= 0; num3--)
774 {
775 TestPoint.x = mx + num3;
776 TestPoint.z = mz - num3;
777 if (TestPoint.x >= 0 && TestPoint.x < Size && TestPoint.z >= 0 && TestPoint.z < Size)
778 {
779 mouseCollider.transform.position = (isAltDown ? TestPoint.Position(TestPoint.cell.height) : TestPoint.Position()) + colliderFix;
780 Physics2D.SyncTransforms();
781 if (Physics2D.RaycastNonAlloc(mposWorld, Vector2.zero, rays) > 0)
782 {
784 break;
785 }
786 }
787 TestPoint.x = mx + num3 - 1;
788 TestPoint.z = mz - num3;
789 if (TestPoint.x >= 0 && TestPoint.x < Size && TestPoint.z >= 0 && TestPoint.z < Size)
790 {
791 mouseCollider.transform.position = (isAltDown ? TestPoint.Position(TestPoint.cell.height) : TestPoint.Position()) + colliderFix;
792 Physics2D.SyncTransforms();
793 if (Physics2D.RaycastNonAlloc(mposWorld, Vector2.zero, rays) > 0)
794 {
796 break;
797 }
798 }
799 TestPoint.x = mx + num3;
800 TestPoint.z = mz - num3 + 1;
801 if (TestPoint.x >= 0 && TestPoint.x < Size && TestPoint.z >= 0 && TestPoint.z < Size)
802 {
803 mouseCollider.transform.position = (isAltDown ? TestPoint.Position(TestPoint.cell.height) : TestPoint.Position()) + colliderFix;
804 Physics2D.SyncTransforms();
805 if (Physics2D.RaycastNonAlloc(mposWorld, Vector2.zero, rays) > 0)
806 {
808 break;
809 }
810 }
811 }
812 HitPoint.Clamp();
813 bool flag2 = EMono._zone.UseFog && !EMono.scene.bg.wall;
814 for (z = 0; z < screen.height; z++)
815 {
816 for (x = 0; x < screen.width; x++)
817 {
818 cx = screen.scrollX - screen.scrollY + x - (z + 1) / 2;
819 cz = screen.scrollY + screen.scrollX + x + z / 2;
820 if (((cz < 0 && cx >= -cz && cx > 0 && cx < Size - cz) || (cx >= Size && cx < Size * 2 - cz - 1 && cz >= -cx && cz < Size - 1)) && EMono.scene.bg.wall)
821 {
822 param.x = (float)(cx + cz) * screen.tileAlign.x + edgeBlockFix.x;
823 param.y = (float)(cz - cx) * screen.tileAlign.y + edgeBlockFix.y;
824 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)z * edgeBlockFix.z;
825 blockLight = 10485760f;
826 pass = passInner;
828 batch.matrices[pass.idx].m03 = param.x;
829 batch.matrices[pass.idx].m13 = param.y;
830 batch.matrices[pass.idx].m23 = param.z;
831 batch.tiles[pass.idx] = 4 + ((cx >= Size) ? 1 : 0);
833 batch.matColors[pass.idx] = 104025f;
834 pass.idx++;
835 if (pass.idx == pass.batchSize)
836 {
837 pass.NextBatch();
838 }
839 }
840 else if (cx < 0 || cz < 0 || cx >= Size || cz >= Size)
841 {
842 if (flag2)
843 {
844 param.x = (float)(cx + cz) * screen.tileAlign.x;
845 param.y = (float)(cz - cx) * screen.tileAlign.y + (float)height * _heightMod.y;
846 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)height * _heightMod.z;
847 param.tile = 0f;
849 }
850 }
851 else
852 {
853 DrawTile();
854 }
855 }
856 }
857 if (showRoof)
858 {
859 foreach (Lot item in map.rooms.listLot)
860 {
861 if (item.sync)
862 {
863 DrawRoof(item);
864 item.sync = false;
865 item.light = 0f;
866 }
867 }
868 }
869 else
870 {
871 foreach (Lot item2 in map.rooms.listLot)
872 {
873 item2.sync = false;
874 item2.light = 0f;
875 }
876 }
877 EMono.scene.sfxFire.SetVolume(Mathf.Clamp(0.1f * (float)totalFire + ((totalFire != 0) ? 0.2f : 0f), 0f, 1f));
878 this.room = EMono.pc.pos.cell.room;
879 int valueOrDefault = (this.room?.lot?.idBGM).GetValueOrDefault();
880 if (valueOrDefault == 0)
881 {
882 goto IL_172c;
883 }
884 if (!(EMono.Sound.currentPlaylist != EMono.Sound.plLot))
885 {
886 BGMData data = EMono.Sound.plLot.list[0].data;
887 if ((object)data != null && data.id == valueOrDefault)
888 {
889 goto IL_172c;
890 }
891 }
892 goto IL_174b;
893 IL_1755:
894 if (this.room != lastRoom)
895 {
897 lastRoom = this.room;
898 }
899 SoundManager.bgmVolumeMod = ((!LayerDrama.maxBGMVolume && !EMono._map.IsIndoor && this.room != null && !this.room.data.atrium && this.room.HasRoof) ? (-0.6f) : 0f);
901 return;
902 IL_172c:
903 if (valueOrDefault == 0 && EMono.Sound.currentPlaylist == EMono.Sound.plLot)
904 {
905 goto IL_174b;
906 }
907 goto IL_1755;
908 IL_174b:
910 goto IL_1755;
911 }
912
913 public void RefreshHeight()
914 {
915 if (EMono.game != null)
916 {
917 float num = (noSlopMode ? 0f : ((float)EMono.game.config.slopeMod * 0.01f));
919 _heightMod.x = num;
920 _heightMod.y *= num;
921 _heightMod.z *= num;
922 }
923 }
924
925 public virtual void DrawTile()
926 {
927 count++;
928 index = cx + cz * Size;
929 this.cell = (param.cell = map.cells[cx, cz]);
930 detail = this.cell.detail;
931 isSeen = this.cell.isSeen;
932 this.room = this.cell.room;
933 roof = this.cell.HasRoof;
934 matBlock = this.cell.matBlock;
935 matDeco = this.cell.matDeco;
936 sourceBlock = this.cell.sourceBlock;
937 sourceDeco = this.cell.sourceDeco;
938 bool flag = this.cell.isFloating;
939 snowed = isSnowCovered && !roof && !this.cell.isClearSnow && !this.cell.isDeck && !flag;
941 floorDir = this.cell.floorDir;
942 if (snowed && !this.cell.sourceFloor.ignoreSnow)
943 {
944 if (this.cell.IsFloorWater)
945 {
947 matFloor = this.cell.matFloor;
948 }
949 else
950 {
951 if (this.cell.sourceObj.snowTile > 0)
952 {
954 floorDir = this.cell.sourceObj.snowTile - 1;
955 }
956 else if (index % 3 == 0 && Rand.bytes[index % Rand.MaxBytes] < 8 && !this.cell.HasObj && this.cell.FirstThing == null)
957 {
960 }
961 else
962 {
964 }
966 }
967 }
968 else
969 {
970 sourceFloor = this.cell.sourceFloor;
971 matFloor = this.cell.matFloor;
972 }
973 bool isWater = sourceFloor.tileType.IsWater;
974 light = (this.cell.pcSync ? this.cell.light : (this.cell.light / 3 * 2));
976 height = this.cell.height;
977 hasBridge = this.cell._bridge != 0;
979 if (hasBridge)
980 {
981 if (this.cell.bridgeHeight < currentHeight)
982 {
983 blockLight -= heightLightMod * (float)(currentHeight - this.cell.bridgeHeight);
984 }
985 if (snowed && !this.cell.sourceBridge.ignoreSnow)
986 {
987 if (this.cell.IsBridgeWater)
988 {
990 matBridge = this.cell.matBridge;
991 }
992 else
993 {
996 }
997 }
998 else
999 {
1000 sourceBridge = this.cell.sourceBridge;
1001 matBridge = this.cell.matBridge;
1002 }
1003 }
1004 else if (height < currentHeight)
1005 {
1007 }
1008 if (blockLight < 0f)
1009 {
1010 blockLight = 0f;
1011 }
1012 liquidLv = (param.liquidLv = ((!flag && !isUnderwater) ? (((this.cell.liquidLv + this.cell._bridge != 0) ? this.cell.sourceBridge.tileType.LiquidLV : sourceFloor.tileType.LiquidLV) * 10) : 0));
1013 if (this.cell.shore != 0 && liquidLv > 20)
1014 {
1015 liquidLv = (param.liquidLv = 20);
1016 }
1017 if (liquidLv > 99)
1018 {
1019 liquidLv = (param.liquidLv = 99);
1020 }
1021 CellEffect effect = this.cell.effect;
1022 if (effect != null && effect.IsFire)
1023 {
1024 blockLight += 0.2f;
1025 totalFire++;
1026 }
1027 if (blockLight > lightLimit)
1028 {
1030 }
1031 blockLight += shadowModStrength * (float)(int)this.cell.shadowMod * _heightMod.x * _shadowStrength;
1032 if (this.room != null)
1033 {
1034 this.room.lot.sync = true;
1035 if (this.room.lot.light < blockLight)
1036 {
1037 this.room.lot.light = blockLight;
1038 }
1039 }
1040 if (currentLot != null && currentLot.idRoofStyle != 0)
1041 {
1042 bool flag2 = this.cell.IsRoomEdge && (this.cell.Front.room?.lot == currentLot || this.cell.Right.room?.lot == currentLot || this.cell.FrontRight.room?.lot == currentLot);
1043 if (!buildMode)
1044 {
1045 if ((this.room != null && this.room.lot == currentLot) || flag2)
1046 {
1048 }
1049 else
1050 {
1051 blockLight += (isSnowCovered ? (-0.02f) : lotLight2);
1052 }
1053 }
1054 }
1055 if (this.cell.outOfBounds && darkenOuter)
1056 {
1057 blockLight -= 0.1f;
1058 if (fogBounds)
1059 {
1060 isSeen = false;
1061 }
1062 }
1064 param.color = (blockLight = (int)(blockLight * 50f) * 262144 + ((this.cell.lightR >= 64) ? 63 : this.cell.lightR) * 4096 + ((this.cell.lightG >= 64) ? 63 : this.cell.lightG) * 64 + ((this.cell.lightB >= 64) ? 63 : this.cell.lightB));
1065 if (snowed)
1066 {
1069 {
1071 }
1072 floorLight = (int)(floorLight * 50f) * 262144 + (int)((float)((this.cell.lightR >= 50) ? 50 : this.cell.lightR) * snowColor) * 4096 + (int)((float)((this.cell.lightG >= 50) ? 50 : this.cell.lightG) * snowColor) * 64 + (int)((float)((this.cell.lightB >= 50) ? 50 : this.cell.lightB) * snowColor) + snowColorToken;
1073 }
1074 else if (isSnowCovered && !roof)
1075 {
1076 floorLight = (int)(floorLight * 50f) * 262144 + (int)((float)((this.cell.lightR >= 50) ? 50 : this.cell.lightR) * snowColor2) * 4096 + (int)((float)((this.cell.lightG >= 50) ? 50 : this.cell.lightG) * snowColor2) * 64 + (int)((float)((this.cell.lightB >= 50) ? 50 : this.cell.lightB) * snowColor2) + snowColorToken;
1077 }
1078 else
1079 {
1081 }
1082 bool num = this.room != null && sourceBlock.tileType.CastShadowSelf && !this.cell.hasDoor;
1083 bool flag3 = this.room != null && showRoof && this.room.lot.idRoofStyle != 0 && !this.room.data.atrium && !sourceBlock.tileType.Invisible;
1084 if (flag3 && this.cell.hasDoor && this.cell.IsLotEdge)
1085 {
1086 flag3 = false;
1087 }
1088 if (num || !isSeen || flag3)
1089 {
1090 floorLight += -3145728f;
1091 }
1092 if (this.cell.isWatered && !snowed)
1093 {
1094 floorLight += -2359296f;
1095 }
1096 param.snow = false;
1097 param.x = (float)(cx + cz) * screen.tileAlign.x;
1098 param.y = (float)(cz - cx) * screen.tileAlign.y + (float)height * _heightMod.y;
1099 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)height * _heightMod.z;
1100 if (flag)
1101 {
1102 param.y += 0.01f * floatY;
1103 }
1104 if (detail != null)
1105 {
1106 TransAnime anime = detail.anime;
1107 if (anime != null && anime.animeBlock)
1108 {
1109 TransAnime anime2 = detail.anime;
1110 param.x += anime2.v.x;
1111 param.y += anime2.v.y;
1112 param.z += anime2.v.z;
1113 }
1114 if (detail.designation != null)
1115 {
1117 }
1118 }
1119 if (screenHighlight != 0 && screenHighlight == ScreenHighlight.SunMap && Map.sunMap.Contains(index))
1120 {
1122 }
1123 if (this.cell._roofBlock != 0 && (isSeen || !EMono._zone.UseFog) && showRoof && !lowBlock)
1124 {
1125 SourceBlock.Row row = Cell.blockList[this.cell._roofBlock];
1126 SourceMaterial.Row row2 = Cell.matList[this.cell._roofBlockMat];
1127 this.tileType = row.tileType;
1128 param.mat = row2;
1129 param.dir = this.cell._roofBlockDir % 4;
1130 param.snow = isSnowCovered && !this.cell.isClearSnow;
1131 orgX = param.x;
1132 orgY = param.y;
1133 orgZ = param.z;
1134 SetRoofHeight(param, this.cell, cx, cz, 0, this.cell._roofBlockDir / 4, this.tileType.IsWallOrFence ? param.dir : (-1));
1135 switch (this.tileType.blockRenderMode)
1136 {
1137 case BlockRenderMode.FullBlock:
1138 param.color -= (int)(_shadowStrength * 50f) * 262144;
1139 param.tile = row._tiles[param.dir % row._tiles.Length];
1140 param.matColor = ((row.colorMod == 0) ? 104025 : GetColorInt(ref row2.matColor, row.colorMod));
1141 row.renderData.Draw(param);
1142 break;
1143 case BlockRenderMode.WallOrFence:
1144 {
1145 _lowblock = true;
1146 int dir = param.dir;
1147 if (dir == 0 || dir == 2)
1148 {
1149 param.dir = 0;
1150 _sourceBlock = row;
1151 this.tileType = _sourceBlock.tileType;
1152 if (_sourceBlock.useAltColor)
1153 {
1154 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.altColor, _sourceBlock.colorMod));
1155 }
1156 else
1157 {
1158 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, _sourceBlock.colorMod));
1159 }
1160 param.tile = (tile = _sourceBlock._tiles[0] + ((_lowblock && !this.tileType.IsFence) ? 32 : 0));
1161 _sourceBlock.renderData.Draw(param);
1162 param.z -= 0.01f;
1163 }
1164 if (dir == 1 || dir == 2)
1165 {
1166 param.dir = 1;
1167 _sourceBlock = row;
1168 this.tileType = _sourceBlock.tileType;
1169 if (_sourceBlock.useAltColor)
1170 {
1171 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.altColor, _sourceBlock.colorMod));
1172 }
1173 else
1174 {
1175 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, _sourceBlock.colorMod));
1176 }
1177 param.tile = (tile = -_sourceBlock._tiles[0] + ((_lowblock && !this.tileType.IsFence) ? (-32) : 0));
1178 _sourceBlock.renderData.Draw(param);
1179 }
1180 break;
1181 }
1182 case BlockRenderMode.HalfBlock:
1183 _sourceBlock = ((row.id == 5) ? EMono.sources.blocks.rows[row2.defBlock] : row);
1184 param.tile = _sourceBlock._tiles[0];
1185 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref row2.matColor, _sourceBlock.colorMod));
1186 param.tile2 = _sourceBlock.sourceAutoFloor._tiles[0];
1187 param.halfBlockColor = ((_sourceBlock.sourceAutoFloor.colorMod == 0) ? 104025 : GetColorInt(ref row2.matColor, _sourceBlock.sourceAutoFloor.colorMod));
1188 row.renderData.Draw(param);
1189 break;
1190 case BlockRenderMode.Pillar:
1191 {
1192 RenderData renderData = row.renderData;
1193 param.tile = row._tiles[param.dir % row._tiles.Length];
1194 param.matColor = ((row.colorMod == 0) ? 104025 : GetColorInt(ref row2.matColor, row.colorMod));
1195 renderData.Draw(param);
1196 param.tile = renderData.idShadow;
1197 SourcePref shadowPref = renderData.shadowPref;
1198 int shadow2 = shadowPref.shadow;
1199 passShadow.AddShadow(param.x + renderData.offsetShadow.x, param.y + renderData.offsetShadow.y, param.z + renderData.offsetShadow.z, ShadowData.Instance.items[shadow2], shadowPref, 0, param.snow);
1200 break;
1201 }
1202 default:
1203 param.tile = row._tiles[param.dir % row._tiles.Length];
1204 param.matColor = ((row.colorMod == 0) ? 104025 : GetColorInt(ref row2.matColor, row.colorMod));
1205 row.renderData.Draw(param);
1206 break;
1207 }
1208 param.x = orgX;
1209 param.y = orgY;
1210 param.z = orgZ;
1211 param.color = blockLight;
1212 }
1213 fogged = false;
1214 bool flag4 = this.cell.isSurrounded && innerMode != 0 && sourceBlock.tileType.IsFullBlock;
1215 if (!(!isSeen || flag4))
1216 {
1217 goto IL_16c3;
1218 }
1219 bool isRoomEdge = this.cell.IsRoomEdge;
1220 orgY = param.y;
1221 orgZ = param.z;
1222 param.color = (int)(50f * (_baseBrightness + fogBrightness)) * 262144;
1223 param.matColor = 104025f;
1224 if (hasBridge)
1225 {
1226 param.y = (float)(cz - cx) * screen.tileAlign.y + (float)(int)this.cell.bridgeHeight * _heightMod.y + ugFixBridgeBottom.x;
1227 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)(int)this.cell.bridgeHeight * _heightMod.z;
1228 }
1229 bool flag5 = (!isSeen && EMono._zone.UseFog) || flag4;
1230 if (flag5)
1231 {
1232 param.tile = 7f;
1234 param.tile = 0f;
1236 }
1237 else if (this.cell.HasFloodBlock && isRoomEdge)
1238 {
1239 param.tile = 9f;
1241 }
1242 else
1243 {
1244 param.tile = 8f;
1246 }
1247 if ((this.cell.isSlopeEdge || hasBridge) && (flag5 || !isRoomEdge))
1248 {
1249 float num2 = (float)(int)this.cell.TopHeight * _heightMod.y;
1250 param.tile = 0f;
1251 for (int i = 0; (float)i < num2 / heightBlockSize; i++)
1252 {
1253 param.y += ugFix.y;
1254 param.z += ugFix.z + slopeFixZ * (float)i;
1255 if (flag5)
1256 {
1258 }
1259 else
1260 {
1262 }
1263 }
1264 }
1265 param.y = orgY;
1266 param.z = orgZ;
1267 param.color = blockLight;
1268 if (flag5)
1269 {
1270 if (detail == null || !(EMono.pc.hasTelepathy || flag4))
1271 {
1272 return;
1273 }
1274 }
1275 else
1276 {
1277 if (isRoomEdge)
1278 {
1279 goto IL_16c3;
1280 }
1281 if (detail == null || !(EMono.pc.hasTelepathy || flag4))
1282 {
1283 if (noRoofMode || detail == null)
1284 {
1285 return;
1286 }
1287 fogged = true;
1288 }
1289 }
1290 goto IL_7d72;
1291 IL_16c3:
1292 if (this.cell.isSlopeEdge)
1293 {
1294 float num3 = (float)height * _heightMod.y;
1295 orgY = param.y;
1296 orgZ = param.z;
1297 param.dir = this.cell.blockDir;
1298 if (snowed)
1299 {
1300 param.color = floorLight;
1301 }
1302 SourceBlock.Row defBlock;
1303 if (sourceBlock.tileType.IsFullBlock)
1304 {
1305 defBlock = sourceBlock;
1306 param.mat = matBlock;
1307 param.tile = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length];
1308 param.matColor = ((sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, sourceBlock.colorMod));
1309 }
1310 else
1311 {
1312 defBlock = sourceFloor._defBlock;
1313 param.mat = matFloor;
1314 param.tile = defBlock._tiles[this.cell.blockDir % defBlock._tiles.Length];
1315 if (defBlock.id != 1)
1316 {
1317 param.matColor = ((sourceFloor.colorMod == 0) ? 104025 : GetColorInt(ref matFloor.matColor, sourceFloor.colorMod));
1318 }
1319 else
1320 {
1321 param.matColor = 104025f;
1322 }
1323 }
1324 for (int j = 0; (float)j < num3 / heightBlockSize; j++)
1325 {
1326 param.y += ugFix.y;
1327 param.z += ugFix.z + slopeFixZ * (float)j;
1328 defBlock.renderData.Draw(param);
1329 if (this.cell.pcSync && EMono.player.lightPower > 0f)
1330 {
1331 float num4 = param.tile;
1332 param.tile = 0f;
1334 param.tile = num4;
1335 }
1336 }
1337 param.y = orgY;
1338 param.z = orgZ;
1339 }
1340 param.color = floorLight;
1341 if (!isWater && (this.cell.Front.sourceFloor.tileType.IsWater || this.cell.Right.sourceFloor.tileType.IsWater) && this.cell.sourceBlock.tileType.RenderWaterBlock && !flag)
1342 {
1343 orgY = param.y;
1344 orgZ = param.z;
1345 int num5 = 0;
1346 if (sourceBlock.tileType.IsFullBlock)
1347 {
1349 num5 = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length];
1350 }
1351 else
1352 {
1353 SourceBlock.Row row3 = sourceFloor._defBlock;
1354 num5 = row3._tiles[this.cell.blockDir % row3._tiles.Length];
1355 }
1356 if (((this.cell.Front.shore / 12) & 1) == 0 && this.cell.Front.sourceFloor.tileType.IsWater && this.cell.Front.height <= height && this.cell.Front.sourceBlock.tileType.RenderWaterBlock)
1357 {
1358 param.y = (float)(cz - cx) * screen.tileAlign.y - (this.cell.Front.sourceFloor.tileType.IsDeepWater ? 0.6f : 0.4f) + (float)(int)this.cell.Front.height * _heightMod.y;
1359 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z;
1360 param.tile = num5 + ((!this.cell.Front.sourceFloor.tileType.IsDeepWater) ? 3000000 : 0);
1362 }
1363 if (((this.cell.Right.shore / 12) & 8) == 0 && this.cell.Right.sourceFloor.tileType.IsWater && this.cell.Right.height <= height && this.cell.Right.sourceBlock.tileType.RenderWaterBlock)
1364 {
1365 param.y = (float)(cz - cx) * screen.tileAlign.y - (this.cell.Right.sourceFloor.tileType.IsDeepWater ? 0.6f : 0.4f) + (float)(int)this.cell.Right.height * _heightMod.y;
1366 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z;
1367 param.tile = num5 + ((!this.cell.Right.sourceFloor.tileType.IsDeepWater) ? 3000000 : 0);
1369 }
1370 param.y = orgY;
1371 param.z = orgZ;
1372 }
1373 if (showBorder && !this.cell.outOfBounds)
1374 {
1375 param.matColor = 104025f;
1376 if (cx == EMono._map.bounds.x)
1377 {
1378 renderBorder.Draw(param, 12 + (EMono.world.date.IsNight ? 4 : 0));
1379 }
1380 else if (cx == EMono._map.bounds.maxX)
1381 {
1382 renderBorder.Draw(param, 13 + (EMono.world.date.IsNight ? 4 : 0));
1383 }
1384 if (cz == EMono._map.bounds.z)
1385 {
1386 renderBorder.Draw(param, 14 + (EMono.world.date.IsNight ? 4 : 0));
1387 }
1388 else if (cz == EMono._map.bounds.maxZ)
1389 {
1390 renderBorder.Draw(param, 15 + (EMono.world.date.IsNight ? 4 : 0));
1391 }
1392 }
1393 if (this.cell.isSkyFloor || (detail != null && detail.anime != null && detail.anime.drawBlock))
1394 {
1395 orgY = param.y;
1396 orgZ = param.z;
1397 SourceBlock.Row defBlock2 = sourceFloor._defBlock;
1398 param.mat = matFloor;
1399 param.tile = defBlock2._tiles[this.cell.blockDir % defBlock2._tiles.Length];
1400 if (defBlock2.id != 1)
1401 {
1402 param.matColor = ((sourceFloor.colorMod == 0) ? 104025 : GetColorInt(ref matFloor.matColor, sourceFloor.colorMod));
1403 }
1404 else
1405 {
1406 param.matColor = 104025f;
1407 }
1408 for (int k = 0; k < ((!this.cell.isSkyFloor) ? 1 : EMono._map.config.skyBlockHeight); k++)
1409 {
1410 param.y += ugFix.y;
1411 param.z += ugFix.z + slopeFixZ * (float)k;
1412 defBlock2.renderData.Draw(param);
1413 }
1414 param.y = orgY;
1415 param.z = orgZ;
1416 }
1417 if (!sourceFloor.tileType.IsSkipFloor)
1418 {
1419 if ((hasBridge && sourceBridge.tileType.CastShadowSelf) || this.cell.castFloorShadow)
1420 {
1421 floorLight2 = _lightMod * light * 0.2f + _baseBrightness + _shadowStrength * floorShadowStrength * (isWater ? 0.7f : (hasBridge ? 1f : (0.6f * (1f - nightRatio))));
1422 if (snowed)
1423 {
1424 floorLight2 = (int)((double)floorLight2 * 0.85 * 50.0) * 262144 + snowColorToken;
1425 }
1426 else
1427 {
1428 floorLight2 = (int)(floorLight2 * 50f) * 262144 + ((this.cell.lightR >= 64) ? 63 : this.cell.lightR) * 4096 + ((this.cell.lightG >= 64) ? 63 : this.cell.lightG) * 64 + ((this.cell.lightB >= 64) ? 63 : this.cell.lightB);
1429 }
1430 param.color = floorLight2;
1431 if (this.cell.lotShade)
1432 {
1434 }
1435 }
1436 floorMatColor = ((sourceFloor.colorMod == 0) ? 104025 : GetColorInt(ref matFloor.matColor, sourceFloor.colorMod));
1437 if (isWater && flag)
1438 {
1439 param.y -= 0.01f * floatY;
1440 }
1441 if (!sourceBlock.tileType.IsSkipFloor || sourceBlock.transparent || hasBridge || this.cell.hasDoor || this.cell.skipRender)
1442 {
1443 param.mat = matFloor;
1444 param.tile = sourceFloor._tiles[floorDir % sourceFloor._tiles.Length];
1445 param.matColor = floorMatColor;
1446 param.snow = snowed;
1447 if (sourceFloor.anime.Length != 0)
1448 {
1449 int num6 = (int)(Time.realtimeSinceStartup * 1000f / (float)sourceFloor.anime[1] % (float)sourceFloor.anime[0]);
1450 param.tile += num6;
1451 }
1452 if (this.cell.isDeck)
1453 {
1454 param.z += 1f;
1455 if ((bool)sourceFloor.renderData.subData)
1456 {
1457 sourceFloor.renderData.subData.Draw(param);
1458 }
1459 sourceFloor.renderData.Draw(param);
1460 param.z -= 1f;
1461 }
1462 else
1463 {
1464 if ((bool)sourceFloor.renderData.subData)
1465 {
1466 sourceFloor.renderData.subData.Draw(param);
1467 }
1468 sourceFloor.renderData.Draw(param);
1469 }
1470 int num7 = 0;
1471 if (isSnowCovered && sourceFloor == FLOOR.sourceSnow && !this.cell.hasDoor)
1472 {
1473 if (!this.cell.Right.IsSnowTile && this.cell.Right.topHeight == this.cell.topHeight)
1474 {
1475 num7++;
1476 }
1477 if (!this.cell.Front.IsSnowTile && this.cell.Front.topHeight == this.cell.topHeight)
1478 {
1479 num7 += 2;
1480 }
1481 if (num7 != 0)
1482 {
1483 param.tile = 448 + num7 + 12;
1484 param.z -= 0.1f;
1485 sourceFloor.renderData.Draw(param);
1486 param.z += 0.1f;
1487 }
1488 }
1489 if (this.cell.shadow != 0 && !hasBridge && !this.cell.skipRender)
1490 {
1491 if (snowed)
1492 {
1494 {
1495 param.tile = 448 + this.cell.shadow + 8 + (this.cell.HasFence ? 4 : 0);
1496 param.z -= 0.01f;
1497 sourceFloor.renderData.Draw(param);
1498 }
1499 }
1500 else
1501 {
1502 pass = passEdge;
1504 batch.matrices[pass.idx].m03 = param.x + ambientShadowFix[this.cell.shadow].x;
1505 batch.matrices[pass.idx].m13 = param.y + ambientShadowFix[this.cell.shadow].y;
1506 batch.matrices[pass.idx].m23 = param.z + ambientShadowFix[this.cell.shadow].z;
1507 batch.tiles[pass.idx] = 448 + this.cell.shadow;
1509 batch.matColors[pass.idx] = 104025f;
1510 pass.idx++;
1511 if (pass.idx == pass.batchSize)
1512 {
1513 pass.NextBatch();
1514 }
1515 }
1516 if (!sourceFloor.ignoreTransition && !snowed)
1517 {
1518 Cell back = this.cell.Back;
1519 if (back.sourceBlock.transition[0] != -1 && back.isSeen && !back.hasDoor)
1520 {
1521 pass = passFloor;
1523 batch.matrices[pass.idx].m03 = param.x + transitionFix[0].x;
1524 batch.matrices[pass.idx].m13 = param.y + transitionFix[0].y;
1525 batch.matrices[pass.idx].m23 = param.z + transitionFix[0].z;
1526 batch.tiles[pass.idx] = 480 + back.sourceBlock.transition[0] + Rand.bytes[index % Rand.MaxBytes] % back.sourceBlock.transition[1];
1528 batch.matColors[pass.idx] = GetColorInt(ref back.matBlock.matColor, back.sourceBlock.colorMod);
1529 pass.idx++;
1530 if (pass.idx == pass.batchSize)
1531 {
1532 pass.NextBatch();
1533 }
1534 }
1535 back = this.cell.Left;
1536 if (back.sourceBlock.transition[0] != -1 && back.isSeen && !back.hasDoor)
1537 {
1538 pass = passFloor;
1540 batch.matrices[pass.idx].m03 = param.x + transitionFix[1].x;
1541 batch.matrices[pass.idx].m13 = param.y + transitionFix[1].y;
1542 batch.matrices[pass.idx].m23 = param.z + transitionFix[1].z;
1543 batch.tiles[pass.idx] = 512 + back.sourceBlock.transition[0] + Rand.bytes[index % Rand.MaxBytes] % back.sourceBlock.transition[1];
1545 batch.matColors[pass.idx] = GetColorInt(ref back.matBlock.matColor, back.sourceBlock.colorMod);
1546 pass.idx++;
1547 if (pass.idx == pass.batchSize)
1548 {
1549 pass.NextBatch();
1550 }
1551 }
1552 }
1553 }
1554 if (this.cell.autotile != 0 && sourceFloor.autotile != 0 && (!hasBridge || this.cell.bridgeHeight - this.cell.height > 3) && !this.cell.skipRender && num7 == 0)
1555 {
1556 pass = (isWater ? passAutoTileWater : passAutoTile);
1558 batch.matrices[pass.idx].m03 = param.x;
1559 batch.matrices[pass.idx].m13 = param.y;
1560 batch.matrices[pass.idx].m23 = param.z + ((hasBridge || this.cell._block != 0) ? 0.8f : 0f);
1561 batch.tiles[pass.idx] = (26 + sourceFloor.autotile / 2) * 32 + sourceFloor.autotile % 2 * 16 + this.cell.autotile;
1562 batch.colors[pass.idx] = param.color + (float)((int)(sourceFloor.autotileBrightness * 100f) * 262144);
1564 pass.idx++;
1565 if (pass.idx == pass.batchSize)
1566 {
1567 pass.NextBatch();
1568 }
1569 }
1570 }
1571 if (isWater)
1572 {
1573 int num8 = 12;
1574 int num9 = this.cell.shore / num8;
1575 int num10 = this.cell.shore % num8;
1576 bool isShoreSand = this.cell.isShoreSand;
1577 if (this.cell.shore != 0)
1578 {
1579 Cell cell = ((((uint)num9 & (true ? 1u : 0u)) != 0) ? this.cell.Back : ((((uint)num9 & 2u) != 0) ? this.cell.Right : ((((uint)num9 & 4u) != 0) ? this.cell.Front : this.cell.Left)));
1580 if (isShoreSand && !cell.sourceFloor.isBeach)
1581 {
1582 cell = ((((uint)num9 & 8u) != 0) ? this.cell.Left : ((((uint)num9 & 4u) != 0) ? this.cell.Front : ((((uint)num9 & 2u) != 0) ? this.cell.Right : this.cell.Back)));
1583 }
1584 if (!cell.IsSnowTile)
1585 {
1586 param.matColor = GetColorInt(ref cell.matFloor.matColor, cell.sourceFloor.colorMod);
1587 if (isShoreSand)
1588 {
1589 pass = passShore;
1591 batch.matrices[pass.idx].m03 = param.x;
1592 batch.matrices[pass.idx].m13 = param.y;
1593 batch.matrices[pass.idx].m23 = param.z;
1594 batch.tiles[pass.idx] = 768 + this.cell.shore / num8;
1597 pass.idx++;
1598 if (pass.idx == pass.batchSize)
1599 {
1600 pass.NextBatch();
1601 }
1602 num10 = 2;
1603 }
1604 else
1605 {
1606 num10 = cell.sourceFloor.edge;
1607 }
1608 param.tile = (24 + num10 / 2) * 32 + num10 % 2 * 16 + num9;
1610 }
1611 }
1612 if (this.cell.Back.isShoreSand && ((uint)(this.cell.Back.shore / num8) & 8u) != 0 && this.cell.Left.isShoreSand && ((uint)(this.cell.Left.shore / num8) & (true ? 1u : 0u)) != 0)
1613 {
1614 param.tile = 785f;
1615 param.matColor = GetColorInt(ref this.cell.BackLeft.matFloor.matColor, this.cell.BackLeft.sourceFloor.colorMod);
1617 Draw(60);
1618 }
1619 if (this.cell.Back.isShoreSand && ((uint)(this.cell.Back.shore / num8) & 2u) != 0 && this.cell.Right.isShoreSand && ((uint)(this.cell.Right.shore / num8) & (true ? 1u : 0u)) != 0)
1620 {
1621 param.tile = 786f;
1622 param.matColor = GetColorInt(ref this.cell.BackRight.matFloor.matColor, this.cell.BackRight.sourceFloor.colorMod);
1624 Draw(56);
1625 }
1626 if (this.cell.Front.isShoreSand && ((uint)(this.cell.Front.shore / num8) & 2u) != 0 && this.cell.Right.isShoreSand && ((uint)(this.cell.Right.shore / num8) & 4u) != 0)
1627 {
1628 param.tile = 787f;
1629 param.matColor = GetColorInt(ref this.cell.FrontRight.matFloor.matColor, this.cell.FrontRight.sourceFloor.colorMod);
1631 Draw(48);
1632 }
1633 if (this.cell.Front.isShoreSand && ((uint)(this.cell.Front.shore / num8) & 8u) != 0 && this.cell.Left.isShoreSand && ((uint)(this.cell.Left.shore / num8) & 4u) != 0)
1634 {
1635 param.tile = 788f;
1636 param.matColor = GetColorInt(ref this.cell.FrontLeft.matFloor.matColor, this.cell.FrontLeft.sourceFloor.colorMod);
1638 Draw(52);
1639 }
1640 if (this.cell._bridge != 0 && this.cell.isBridgeEdge && this.cell.bridgePillar != byte.MaxValue)
1641 {
1642 pass = passEdge;
1644 batch.matrices[pass.idx].m03 = param.x + waterEdgeBridgeFix.x;
1645 batch.matrices[pass.idx].m13 = param.y + waterEdgeBridgeFix.y;
1646 batch.matrices[pass.idx].m23 = param.z + waterEdgeBridgeFix.z;
1647 batch.tiles[pass.idx] = 616 + waterAnimeIndex % 4;
1649 batch.matColors[pass.idx] = 104025f;
1650 pass.idx++;
1651 if (pass.idx == pass.batchSize)
1652 {
1653 pass.NextBatch();
1654 }
1655 }
1656 bool flag6 = false;
1657 if (isShoreSand)
1658 {
1659 if (((uint)num9 & (true ? 1u : 0u)) != 0)
1660 {
1661 if (((uint)num9 & 8u) != 0)
1662 {
1663 if ((num9 & 2) == 0 && (num9 & 4) == 0)
1664 {
1665 Draw(16);
1666 }
1667 flag6 = true;
1668 }
1669 if (((uint)num9 & 2u) != 0)
1670 {
1671 if ((num9 & 8) == 0 && (num9 & 4) == 0)
1672 {
1673 Draw(20);
1674 }
1675 flag6 = true;
1676 }
1677 }
1678 if (((uint)num9 & 4u) != 0)
1679 {
1680 if (((uint)num9 & 8u) != 0)
1681 {
1682 if ((num9 & 2) == 0 && (num9 & 1) == 0)
1683 {
1684 Draw(24);
1685 }
1686 flag6 = true;
1687 }
1688 if (((uint)num9 & 2u) != 0)
1689 {
1690 if ((num9 & 8) == 0 && (num9 & 1) == 0)
1691 {
1692 Draw(28);
1693 }
1694 flag6 = true;
1695 }
1696 }
1697 if (!flag6)
1698 {
1699 if (!this.cell.Front.sourceFloor.tileType.IsWater && !this.cell.Front.isDeck)
1700 {
1701 Draw(8);
1702 }
1703 if (!this.cell.Right.sourceFloor.tileType.IsWater && !this.cell.Right.isDeck)
1704 {
1705 Draw(12);
1706 }
1707 }
1708 }
1709 if (!flag6)
1710 {
1711 if (!this.cell.Back.sourceFloor.tileType.IsWater && !this.cell.Back.isDeck)
1712 {
1713 pass = passEdge;
1715 batch.tiles[pass.idx] = 608 + waterAnimeIndex % 4;
1716 batch.matColors[pass.idx] = 104025f;
1717 if (((uint)(this.cell.shore / num8) & (true ? 1u : 0u)) != 0)
1718 {
1719 if (isShoreSand)
1720 {
1721 param.matColor = GetColorInt(ref this.cell.Back.matFloor.matColor, this.cell.Back.sourceFloor.colorMod);
1722 batch.matrices[pass.idx].m03 = param.x + waterEdgeFixShoreSand.x;
1723 batch.matrices[pass.idx].m13 = param.y + waterEdgeFixShoreSand.y;
1724 batch.matrices[pass.idx].m23 = param.z + waterEdgeFixShoreSand.z;
1727 }
1728 else
1729 {
1730 batch.matrices[pass.idx].m03 = param.x;
1731 batch.matrices[pass.idx].m13 = param.y;
1732 batch.matrices[pass.idx].m23 = param.z + waterEdgeFixShore.z;
1733 }
1734 }
1735 else
1736 {
1737 batch.matrices[pass.idx].m03 = param.x;
1738 batch.matrices[pass.idx].m13 = param.y;
1739 batch.matrices[pass.idx].m23 = param.z + waterEdgeFix.z;
1740 batch.tiles[pass.idx] += 12f;
1741 }
1743 pass.idx++;
1744 if (pass.idx == pass.batchSize)
1745 {
1746 pass.NextBatch();
1747 }
1748 }
1749 if (!this.cell.Left.sourceFloor.tileType.IsWater && !this.cell.Left.isDeck)
1750 {
1751 pass = passEdge;
1753 batch.tiles[pass.idx] = 612 + waterAnimeIndex % 4;
1754 batch.matColors[pass.idx] = 104025f;
1755 if (((uint)(this.cell.shore / num8) & 8u) != 0)
1756 {
1757 if (isShoreSand)
1758 {
1759 param.matColor = GetColorInt(ref this.cell.Left.matFloor.matColor, this.cell.Left.sourceFloor.colorMod);
1760 batch.matrices[pass.idx].m03 = param.x + waterEdgeFixShoreSand.x;
1761 batch.matrices[pass.idx].m13 = param.y + waterEdgeFixShoreSand.y;
1762 batch.matrices[pass.idx].m23 = param.z + waterEdgeFixShoreSand.z;
1765 }
1766 else
1767 {
1768 batch.matrices[pass.idx].m03 = param.x;
1769 batch.matrices[pass.idx].m13 = param.y;
1770 batch.matrices[pass.idx].m23 = param.z + waterEdgeFixShore.z;
1771 }
1772 }
1773 else
1774 {
1775 batch.matrices[pass.idx].m03 = param.x;
1776 batch.matrices[pass.idx].m13 = param.y;
1777 batch.matrices[pass.idx].m23 = param.z + waterEdgeFix.z;
1778 batch.tiles[pass.idx] += 12f;
1779 }
1781 pass.idx++;
1782 if (pass.idx == pass.batchSize)
1783 {
1784 pass.NextBatch();
1785 }
1786 }
1787 }
1788 if (flag)
1789 {
1790 param.y += 0.01f * floatY;
1791 }
1792 }
1793 if (flag)
1794 {
1795 param.z -= 1f;
1796 }
1797 }
1798 if (this.cell.skipRender)
1799 {
1800 if (this.cell.pcSync)
1801 {
1802 param.tile = 0f;
1804 }
1805 return;
1806 }
1807 if (hasBridge)
1808 {
1809 param.y = (float)(cz - cx) * screen.tileAlign.y + (float)(int)this.cell.bridgeHeight * _heightMod.y;
1810 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)(int)this.cell.bridgeHeight * _heightMod.z;
1811 if (flag)
1812 {
1813 param.y += 0.01f * floatY;
1814 }
1815 param.color = floorLight;
1816 param.mat = matBridge;
1817 floorMatColor = ((sourceBridge.colorMod == 0) ? 104025 : GetColorInt(ref matBridge.matColor, sourceBridge.colorMod));
1818 param.dir = this.cell.floorDir;
1819 param.tile = sourceBridge._tiles[this.cell.floorDir % sourceBridge._tiles.Length];
1820 param.matColor = floorMatColor;
1821 sourceBridge.renderData.Draw(param);
1822 if (this.cell.autotileBridge != 0 && sourceBridge.autotile != 0)
1823 {
1826 batch.matrices[pass.idx].m03 = param.x;
1827 batch.matrices[pass.idx].m13 = param.y;
1828 batch.matrices[pass.idx].m23 = param.z + ((this.cell._block != 0) ? 0.8f : 0f);
1829 batch.tiles[pass.idx] = (26 + sourceBridge.autotile / 2) * 32 + sourceBridge.autotile % 2 * 16 + this.cell.autotileBridge;
1830 batch.colors[pass.idx] = param.color + (float)((int)(sourceBridge.autotileBrightness * 100f) * 262144);
1832 pass.idx++;
1833 if (pass.idx == pass.batchSize)
1834 {
1835 pass.NextBatch();
1836 }
1837 }
1838 if (this.cell.shadow != 0)
1839 {
1841 {
1842 param.tile = 448 + this.cell.shadow + 8 + (this.cell.HasFence ? 4 : 0);
1843 param.z -= 0.01f;
1844 sourceBridge.renderData.Draw(param);
1845 }
1846 else
1847 {
1848 pass = passEdge;
1850 batch.matrices[pass.idx].m03 = param.x + ambientShadowFix[this.cell.shadow].x;
1851 batch.matrices[pass.idx].m13 = param.y + ambientShadowFix[this.cell.shadow].y;
1852 batch.matrices[pass.idx].m23 = param.z + ambientShadowFix[this.cell.shadow].z;
1853 batch.tiles[pass.idx] = 448 + this.cell.shadow;
1855 batch.matColors[pass.idx] = 104025f;
1856 pass.idx++;
1857 if (pass.idx == pass.batchSize)
1858 {
1859 pass.NextBatch();
1860 }
1861 }
1862 }
1863 if (this.cell.isBridgeEdge && this.cell.bridgeHeight - this.cell.height >= 3 && this.cell.bridgePillar != byte.MaxValue && !noSlopMode)
1864 {
1865 orgY = param.y;
1866 orgZ = param.z;
1867 param.y += bridgeFix.y;
1868 param.z += bridgeFix.z;
1869 param.dir = 0;
1870 SourceBlock.Row row4 = sourceBridge._bridgeBlock;
1871 float num11 = (float)(this.cell.bridgeHeight - this.cell.height) * _heightMod.y;
1872 if (this.cell.sourceFloor.tileType == TileType.Sky)
1873 {
1874 num11 += (float)EMono._map.config.skyBlockHeight;
1875 }
1876 int num12 = (int)(num11 / heightBlockSize) + 2;
1877 if (this.cell.bridgePillar != 0)
1878 {
1879 row4 = EMono.sources.blocks.rows[this.cell.bridgePillar];
1880 param.tile = row4._tiles[0] + ((num12 == 2) ? 32 : 0);
1881 param.mat = ((sourceBridge.DefaultMaterial == row4.DefaultMaterial) ? sourceBridge.DefaultMaterial : row4.DefaultMaterial);
1882 param.matColor = ((row4.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, row4.colorMod));
1883 }
1884 else
1885 {
1886 param.mat = matBlock;
1887 param.tile = row4._tiles[0] + 32;
1888 param.matColor = ((row4.colorMod == 0) ? 104025 : GetColorInt(ref matBridge.matColor, row4.colorMod));
1889 }
1890 param.y += ugFixBridgeTop.y;
1891 param.z += ugFixBridgeTop.z;
1892 for (int l = 0; l < num12; l++)
1893 {
1894 if (l == num12 - 1)
1895 {
1896 param.y = (float)(cz - cx) * screen.tileAlign.y + (float)height * _heightMod.y + ugFixBridgeBottom.y;
1897 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)height * _heightMod.z + ugFixBridgeBottom.z;
1898 }
1899 else
1900 {
1901 param.y += ugFixBridge.y;
1902 param.z += ugFixBridge.z;
1903 }
1904 row4.renderData.Draw(param);
1905 }
1906 param.y = orgY;
1907 param.z = orgZ;
1908 }
1909 }
1910 if (this.cell._deco != 0)
1911 {
1912 param.mat = matFloor;
1913 param.matColor = ((sourceDeco.colorMod == 0) ? 104025 : GetColorInt(ref matDeco.matColor, sourceDeco.colorMod));
1914 param.snow = snowed;
1915 if (sourceDeco.autotile != 0)
1916 {
1917 if (this.cell.autotileDeco != 0)
1918 {
1919 param.tile = (26 + sourceDeco.autotile / 2) * 32 + sourceDeco.autotile % 2 * 16 + this.cell.autotileDeco;
1920 sourceDeco.renderData.Draw(param);
1921 param.z = orgZ;
1922 }
1923 }
1924 else
1925 {
1926 param.tile = sourceDeco._tiles[floorDir % sourceDeco._tiles.Length];
1927 sourceDeco.renderData.Draw(param);
1928 }
1929 }
1930 if (!buildMode && this.cell.highlight != 0)
1931 {
1932 if (this.cell._block != 0 && !this.cell.hasDoor)
1933 {
1934 screen.guide.DrawWall(this.cell.GetPoint(), EMono.Colors.blockColors.MapHighlight, useMarkerPass: true);
1935 }
1936 else
1937 {
1938 passGuideFloor.Add(this.cell.GetPoint(), (int)this.cell.highlight);
1939 }
1940 }
1941 param.color = blockLight;
1942 if (isSnowCovered && (sourceBlock.id != 0 || this.cell.hasDoor) && (snowed || this.cell.isClearSnow) && (this.cell.Front.HasRoof || this.cell.Right.HasRoof))
1943 {
1944 snowed = false;
1945 }
1946 int num13 = 0;
1947 if (sourceBlock.id != 0)
1948 {
1949 this.tileType = sourceBlock.tileType;
1950 roomHeight = 0f;
1951 int blockDir = this.cell.blockDir;
1952 bool num14 = this.tileType.blockRenderMode == BlockRenderMode.Floor;
1953 bool flag7 = false;
1954 if (!num14)
1955 {
1956 switch (wallClipMode)
1957 {
1958 case WallClipMode.ByRoom:
1959 if (!this.tileType.RepeatBlock)
1960 {
1961 break;
1962 }
1963 if (currentRoom == null || showFullWall)
1964 {
1965 this.room = this.room ?? this.cell.Front.room ?? this.cell.Right.room ?? this.cell.FrontRight.room;
1967 }
1968 else if (this.room != this.cell.Front.room && (this.cell.Front.room == currentRoom || (this.room?.lot != currentLot && this.cell.Front.room?.lot == currentLot)))
1969 {
1970 this.room = this.cell.Front.room;
1971 _lowblock = !this.cell.Front.lotWall && !this.cell.Front.fullWall;
1972 }
1973 else if (this.room != this.cell.Right.room && (this.cell.Right.room == currentRoom || (this.room?.lot != currentLot && this.cell.Right.room?.lot == currentLot)))
1974 {
1975 this.room = this.cell.Right.room;
1976 _lowblock = !this.cell.Right.lotWall && !this.cell.Right.fullWall;
1977 }
1978 else if (this.tileType.IsFullBlock && this.room != this.cell.FrontRight.room && (this.cell.FrontRight.room == currentRoom || (this.room?.lot != currentLot && this.cell.FrontRight.room?.lot == currentLot)))
1979 {
1980 this.room = this.cell.FrontRight.room;
1981 _lowblock = !this.cell.FrontRight.lotWall && !this.cell.FrontRight.fullWall;
1982 }
1983 else
1984 {
1985 this.room = this.room ?? this.cell.Front.room ?? this.cell.Right.room ?? this.cell.FrontRight.room;
1986 _lowblock = true;
1987 if (!this.tileType.IsFullBlock)
1988 {
1989 if (this.cell.lotWall)
1990 {
1991 _lowblock = false;
1992 }
1993 else if (this.room == currentRoom)
1994 {
1995 _lowblock = !this.cell.fullWall;
1996 }
1997 }
1998 }
1999 flag7 = (this.room != null && this.room.data.atrium) || (this.cell.room != null && this.cell.room.data.atrium);
2000 if (flag7)
2001 {
2002 _lowblock = false;
2003 }
2004 if (this.room == null && alwaysLowblock)
2005 {
2006 _lowblock = true;
2007 roomHeight = 0f;
2008 }
2009 if (this.room != null)
2010 {
2011 maxHeight = (float)(cz - cx) * screen.tileAlign.y + (float)this.room.lot.mh * _heightMod.y;
2012 if (showRoof)
2013 {
2014 roomHeight = this.room.lot.realHeight;
2015 break;
2016 }
2017 if ((noRoofMode && currentRoom == null) || (_lowblock && !this.tileType.ForceRpeatBlock))
2018 {
2019 roomHeight = 0f;
2020 break;
2021 }
2022 int num15 = ((this.room.data.maxHeight == 0) ? 2 : this.room.data.maxHeight);
2023 roomHeight = EMono.setting.render.roomHeightMod * (float)((this.room.lot.height < num15) ? this.room.lot.height : num15) + 0.01f * (float)this.room.lot.heightFix;
2024 }
2025 break;
2026 case WallClipMode.ByLot:
2027 if (defaultBlockHeight > 0f || isIndoor)
2028 {
2029 _lowblock = cx != 0 && cz != Size - 1 && ((!this.cell.Back.HasBlock && !this.cell.Back.isWallEdge) || (!this.cell.Left.HasBlock && !this.cell.Left.isWallEdge) || !this.cell.Back.Left.HasBlock);
2030 if (!_lowblock)
2031 {
2033 maxHeight = (float)(cz - cx) * screen.tileAlign.y + (float)(int)this.cell.TopHeight * _heightMod.y;
2034 }
2035 break;
2036 }
2037 if (showFullWall)
2038 {
2039 _lowblock = this.room != null;
2040 if (_lowblock)
2041 {
2042 if (this.cell.Back.IsRoomEdge && this.cell.Right.IsRoomEdge && this.cell.Back.room == null && this.cell.Right.room == null && this.cell.Right.Front.room?.lot == this.room?.lot)
2043 {
2044 _lowblock = false;
2045 }
2046 }
2047 else if (this.cell.Back.room != null && this.cell.Back.room.lot == (this.cell.Front.room ?? this.cell.Right.room)?.lot)
2048 {
2049 _lowblock = true;
2050 }
2051 }
2052 else
2053 {
2055 }
2056 if (this.tileType.RepeatBlock)
2057 {
2058 this.room = this.room ?? this.cell.Front.room ?? this.cell.Right.room ?? this.cell.FrontRight.room;
2059 if (this.room != null && (!noRoofMode || currentRoom != null) && (!showFullWall || currentRoom == null || this.room.lot == currentRoom.lot))
2060 {
2061 roomHeight = ((_lowblock && !this.tileType.ForceRpeatBlock) ? 0f : this.room.lot.realHeight);
2062 maxHeight = (float)(cz - cx) * screen.tileAlign.y + (float)this.room.lot.mh * _heightMod.y;
2063 }
2064 }
2065 break;
2066 }
2067 }
2068 if (!_lowblock && (double)roomHeight > 1.2 && this.tileType.RepeatBlock)
2069 {
2070 num13 = 1;
2071 }
2072 else if (lowBlock)
2073 {
2074 num13 = 2;
2075 }
2076 param.mat = matBlock;
2077 param.dir = this.cell.blockDir;
2078 param.snow = snowed;
2079 switch (this.tileType.blockRenderMode)
2080 {
2081 case BlockRenderMode.FullBlock:
2082 {
2083 bool invisible = sourceBlock.tileType.Invisible;
2084 if (invisible && (!buildMode || ActionMode.Cinema.IsActive))
2085 {
2086 break;
2087 }
2088 if (this.cell.isSurrounded)
2089 {
2090 switch (innerMode)
2091 {
2092 case InnerMode.InnerBlock:
2093 case InnerMode.BuildMode:
2095 param.color = (int)(50f * blockLight) * 262144;
2096 param.matColor = 104025f;
2097 param.tile = (buildMode ? 1 : 2) + ((_lowblock || defaultBlockHeight > 0f) ? 3000000 : 0);
2099 return;
2100 case InnerMode.None:
2101 case InnerMode.Height:
2102 param.color = blockLight;
2103 break;
2104 }
2105 }
2106 if (snowed)
2107 {
2108 param.color = floorLight;
2109 }
2110 param.color -= (int)(_shadowStrength * 0.8f * 50f) * 262144;
2111 if (currentRoom != null && !showFullWall)
2112 {
2113 _lowblock = true;
2114 roomHeight = 0f;
2115 if (this.cell.room != currentRoom && (this.cell.Front.room == currentRoom || this.cell.Right.room == currentRoom || this.cell.FrontRight.room == currentRoom) && (this.cell.Back.room != currentRoom || this.cell.Right.room != currentRoom) && (this.cell.Front.room != currentRoom || this.cell.Left.room != currentRoom))
2116 {
2117 _lowblock = false;
2118 }
2119 if (!_lowblock)
2120 {
2121 int num17 = ((currentRoom.data.maxHeight == 0) ? 2 : currentRoom.data.maxHeight);
2122 roomHeight = EMono.setting.render.roomHeightMod * (float)((currentRoom.lot.height < num17) ? currentRoom.lot.height : num17) + 0.01f * (float)currentRoom.lot.heightFix;
2123 }
2124 }
2125 if (flag7)
2126 {
2127 _lowblock = (!this.cell.Front.HasFullBlock || !this.cell.Right.HasFullBlock) && (!this.cell.Front.HasFullBlock || !this.cell.Left.HasFullBlock) && (!this.cell.Back.HasFullBlock || !this.cell.Right.HasFullBlock) && (!this.cell.Back.HasFullBlock || !this.cell.Left.HasFullBlock);
2128 if (_lowblock)
2129 {
2130 roomHeight = 0f;
2131 }
2132 }
2133 if (invisible)
2134 {
2135 roomHeight = 0f;
2136 _lowblock = false;
2137 }
2138 if (this.cell.Things.Count > 0)
2139 {
2140 _lowblock = false;
2141 }
2142 param.tile = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length] + (_lowblock ? 3000000 : 0);
2143 param.matColor = ((sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, sourceBlock.colorMod));
2144 if (roomHeight == 0f)
2145 {
2146 if (!this.cell.hasDoor)
2147 {
2148 sourceBlock.renderData.Draw(param);
2149 }
2150 }
2151 else
2152 {
2153 sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFixBlock, this.cell.hasDoor, this.cell.effect?.FireAmount ?? 0, isBlock: true);
2154 }
2155 Room room = this.cell.Front.room ?? this.cell.room;
2156 if (room == null && this.cell.Right.room != null)
2157 {
2158 room = this.cell.Right.room;
2159 }
2160 if (!invisible && room != null)
2161 {
2162 if (room.lot.idDeco != 0 && !this.cell.hasDoor)
2163 {
2164 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room.lot.idDeco);
2165 param.matColor = room.lot.colDeco;
2166 float y = param.y;
2167 param.y += (float)room.lot.decoFix * 0.01f;
2169 param.y = y;
2170 }
2171 if (room.lot.idDeco2 != 0 && roomHeight != 0f && (float)room.lot.decoFix2 * 0.01f + heightLimitDeco < roomHeight + maxHeight - param.y)
2172 {
2173 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room.lot.idDeco2);
2174 param.matColor = room.lot.colDeco2;
2175 float y2 = param.y;
2176 float num18 = param.z;
2177 param.y += (float)room.lot.decoFix2 * 0.01f;
2178 param.z += (float)room.lot.decoFix2 * 0.01f * heightModDeco;
2180 param.y = y2;
2181 param.z = num18;
2182 }
2183 }
2184 room = this.cell.Right.room ?? this.cell.room;
2185 if (room == null && this.cell.Front.room != null)
2186 {
2187 room = this.cell.Front.room;
2188 }
2189 if (!invisible && room != null)
2190 {
2191 if (room.lot.idDeco != 0 && !this.cell.hasDoor)
2192 {
2193 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room.lot.idDeco) * -1;
2194 param.matColor = room.lot.colDeco;
2195 float y3 = param.y;
2196 param.y += (float)room.lot.decoFix * 0.01f;
2198 param.y = y3;
2199 }
2200 if (room.lot.idDeco2 != 0 && roomHeight != 0f && (float)room.lot.decoFix2 * 0.01f + heightLimitDeco < roomHeight + maxHeight - param.y)
2201 {
2202 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room.lot.idDeco2) * -1;
2203 param.matColor = room.lot.colDeco2;
2204 float y4 = param.y;
2205 float num19 = param.z;
2206 param.y += (float)room.lot.decoFix2 * 0.01f;
2207 param.z += (float)room.lot.decoFix2 * 0.01f * heightModDeco;
2209 param.y = y4;
2210 param.z = num19;
2211 }
2212 }
2213 break;
2214 }
2215 case BlockRenderMode.WallOrFence:
2216 {
2218 {
2219 showFullWall = true;
2220 _lowblock = false;
2221 }
2222 orgY = param.y;
2223 orgZ = param.z;
2224 param.color = (this.tileType.IsFence ? (floorLight - (float)((int)(_shadowStrength * 0.8f * 50f) * 262144)) : blockLight);
2225 bool flag8 = blockDir == 1 || _lowblock || flag7;
2226 bool flag9 = blockDir == 0 || _lowblock || flag7;
2227 if (!showFullWall && currentRoom != null)
2228 {
2229 if (!flag8)
2230 {
2231 if (currentRoom == this.cell.room || (this.cell.lotWall && this.cell.room?.lot == currentLot && this.cell.Front.room != currentRoom))
2232 {
2233 if (!this.cell.IsRoomEdge || (this.cell.Front.room != this.cell.room && this.cell.FrontRight.room != this.cell.room))
2234 {
2235 flag8 = true;
2236 }
2237 }
2238 else if ((!this.cell.Front.lotWall || this.cell.Front.room?.lot != currentLot) && this.cell.Front.room != currentRoom)
2239 {
2240 flag8 = true;
2241 }
2242 }
2243 if (!flag9)
2244 {
2245 if (currentRoom == this.cell.room || (this.cell.lotWall && this.cell.room?.lot == currentLot && this.cell.Right.room != currentRoom))
2246 {
2247 if (!this.cell.IsRoomEdge || (this.cell.Right.room != this.cell.room && this.cell.FrontRight.room != this.cell.room))
2248 {
2249 flag9 = true;
2250 }
2251 }
2252 else if ((!this.cell.Right.lotWall || this.cell.Right.room?.lot != currentLot) && this.cell.Right.room != currentRoom)
2253 {
2254 flag9 = true;
2255 }
2256 }
2257 }
2258 if (blockDir == 0 || blockDir == 2)
2259 {
2260 param.dir = 0;
2261 Room room2 = this.cell.Front.room ?? this.cell.room;
2262 if (room2 != null && this.tileType.IsWall)
2263 {
2264 if (room2.lot.idDeco != 0 && !this.cell.hasDoor)
2265 {
2266 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room2.lot.idDeco);
2267 param.matColor = room2.lot.colDeco;
2268 param.y += (float)room2.lot.decoFix * 0.01f;
2270 param.y = orgY;
2271 }
2272 if (room2.lot.idDeco2 != 0 && roomHeight != 0f && !flag8 && (float)room2.lot.decoFix2 * 0.01f + heightLimitDeco < roomHeight + maxHeight - param.y)
2273 {
2274 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room2.lot.idDeco2);
2275 param.matColor = room2.lot.colDeco2;
2276 param.y += (float)room2.lot.decoFix2 * 0.01f;
2277 param.z += (float)room2.lot.decoFix2 * 0.01f * heightModDeco;
2279 param.y = orgY;
2280 param.z = orgZ;
2281 }
2282 }
2283 Cell left = this.cell.Left;
2284 if (blockDir == 2 && left.sourceBlock.tileType.IsWallOrFence && !this.cell.crossWall)
2285 {
2286 _sourceBlock = left.sourceBlock;
2287 param.mat = left.matBlock;
2288 }
2289 else
2290 {
2292 param.mat = matBlock;
2293 }
2294 this.tileType = _sourceBlock.tileType;
2295 param.tile = (tile = _sourceBlock._tiles[0] + ((flag8 && this.tileType.UseLowBlock) ? 32 : 0));
2296 if (_sourceBlock.useAltColor)
2297 {
2298 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.altColor, _sourceBlock.colorMod));
2299 }
2300 else
2301 {
2302 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, _sourceBlock.colorMod));
2303 }
2304 if (roomHeight == 0f || flag8 || !this.tileType.RepeatBlock)
2305 {
2306 if (!this.cell.hasDoor)
2307 {
2308 _sourceBlock.renderData.Draw(param);
2309 }
2310 }
2311 else
2312 {
2313 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFix, this.cell.hasDoor, this.cell.effect?.FireAmount ?? 0);
2314 }
2315 param.z += cornerWallFix2.z;
2316 if ((blockDir == 2 || (this.cell.Front.HasWallOrFence && this.cell.Front.blockDir != 0)) != this.cell.isToggleWallPillar)
2317 {
2318 if (this.cell.Back.IsSnowTile && this.cell.Right.IsSnowTile)
2319 {
2320 param.snow = true;
2321 }
2322 param.tile = _sourceBlock._tiles[0] + ((flag8 && flag9 && this.tileType.UseLowBlock && !flag7) ? 32 : 0) + (this.tileType.IsFence ? 32 : 64);
2323 if (roomHeight == 0f || !this.tileType.RepeatBlock || (flag8 && flag9 && !flag7))
2324 {
2325 _sourceBlock.renderData.Draw(param);
2326 }
2327 else
2328 {
2329 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFix);
2330 }
2331 }
2332 if (!flag8 && !showRoof && this.cell.Left.HasWallOrFence && this.cell.Left.blockDir != 0 && !this.cell.Left.isToggleWallPillar)
2333 {
2334 orgX = param.x;
2335 param.tile = _sourceBlock._tiles[0] + ((flag8 && this.tileType.UseLowBlock && !flag7) ? 32 : 0) + (this.tileType.IsFence ? 32 : 64);
2336 param.x += cornerWallFix3.x;
2337 param.y += cornerWallFix3.y;
2338 param.z += cornerWallFix3.z;
2339 if (!flag7 && (roomHeight == 0f || flag8))
2340 {
2341 _sourceBlock.renderData.Draw(param);
2342 }
2343 else
2344 {
2345 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight + cornerWallFix.y, ref renderSetting.peakFix);
2346 }
2347 param.x = orgX;
2348 }
2349 else if (this.cell.FrontLeft.HasWallOrFence && this.cell.FrontLeft.blockDir != 0 && (!flag8 || !this.cell.Left.HasWall) && !this.cell.isToggleWallPillar)
2350 {
2351 orgX = param.x;
2352 param.tile = _sourceBlock._tiles[0] + ((flag8 && this.tileType.UseLowBlock && !flag7) ? 32 : 0) + (this.tileType.IsFence ? 32 : 64);
2353 param.x += cornerWallFix.x;
2354 param.y += cornerWallFix.y;
2355 param.z += cornerWallFix.z;
2356 if (!flag7 && (roomHeight == 0f || flag8))
2357 {
2358 _sourceBlock.renderData.Draw(param);
2359 }
2360 else
2361 {
2362 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight + cornerWallFix.y, ref renderSetting.peakFix);
2363 }
2364 param.x = orgX;
2365 }
2366 }
2367 if (blockDir == 1 || blockDir == 2)
2368 {
2369 param.y = orgY;
2370 param.z = orgZ;
2371 param.dir = 1;
2372 Room room3 = this.cell.Right.room ?? this.cell.room;
2373 if (room3 != null && this.tileType.IsWall)
2374 {
2375 if (room3.lot.idDeco != 0 && !this.cell.hasDoor)
2376 {
2377 param.tile = -EMono.sources.blocks.rows[0].ConvertTile(1000 + room3.lot.idDeco);
2378 param.matColor = room3.lot.colDeco;
2379 param.y += (float)room3.lot.decoFix * 0.01f;
2381 param.y = orgY;
2382 }
2383 if (room3.lot.idDeco2 != 0 && roomHeight != 0f && !flag9 && (float)room3.lot.decoFix2 * 0.01f + heightLimitDeco < roomHeight + maxHeight - param.y)
2384 {
2385 param.tile = -EMono.sources.blocks.rows[0].ConvertTile(1000 + room3.lot.idDeco2);
2386 param.matColor = room3.lot.colDeco2;
2387 param.y += (float)room3.lot.decoFix2 * 0.01f;
2388 param.z += (float)room3.lot.decoFix2 * 0.01f * heightModDeco;
2390 param.y = orgY;
2391 param.z = orgZ;
2392 }
2393 }
2394 if (blockDir == 2 && this.cell.room == null && this.cell.Right.room != null)
2395 {
2396 Room room4 = this.cell.Right.room;
2397 maxHeight = (float)(cz - cx) * screen.tileAlign.y + (float)room4.lot.mh * _heightMod.y;
2398 if (showRoof)
2399 {
2400 roomHeight = room4.lot.realHeight;
2401 }
2402 else if ((noRoofMode && currentRoom == null) || (_lowblock && !this.tileType.ForceRpeatBlock))
2403 {
2404 roomHeight = 0f;
2405 }
2406 else
2407 {
2408 int num20 = ((room4.data.maxHeight == 0) ? 2 : room4.data.maxHeight);
2409 roomHeight = EMono.setting.render.roomHeightMod * (float)((room4.lot.height < num20) ? room4.lot.height : num20) + 0.01f * (float)room4.lot.heightFix;
2410 }
2411 }
2412 Cell back2 = this.cell.Back;
2413 if (blockDir == 2 && back2.sourceBlock.tileType.IsWallOrFence && !this.cell.crossWall)
2414 {
2415 _sourceBlock = back2.sourceBlock;
2416 param.mat = back2.matBlock;
2417 }
2418 else
2419 {
2421 param.mat = matBlock;
2422 }
2423 this.tileType = _sourceBlock.tileType;
2424 param.tile = (tile = -_sourceBlock._tiles[0] + ((flag9 && this.tileType.UseLowBlock) ? (-32) : 0));
2425 if (_sourceBlock.useAltColor)
2426 {
2427 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.altColor, _sourceBlock.colorMod));
2428 }
2429 else
2430 {
2431 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, _sourceBlock.colorMod));
2432 }
2433 param.color += _rightWallShade;
2434 if (roomHeight == 0f || flag9 || !this.tileType.RepeatBlock)
2435 {
2436 if (!this.cell.hasDoor)
2437 {
2438 _sourceBlock.renderData.Draw(param);
2439 }
2440 }
2441 else
2442 {
2443 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFix, this.cell.hasDoor, this.cell.effect?.FireAmount ?? 0);
2444 }
2445 if ((this.cell.Right.HasWallOrFence && this.cell.Right.blockDir != 1) != this.cell.isToggleWallPillar && (blockDir != 2 || !this.cell.isToggleWallPillar))
2446 {
2447 if (this.cell.Left.IsSnowTile && this.cell.Front.IsSnowTile)
2448 {
2449 param.snow = true;
2450 }
2451 orgX = param.x;
2452 param.tile = _sourceBlock._tiles[0] + ((flag9 && this.tileType.UseLowBlock && !flag7) ? 32 : 0) + (this.tileType.IsFence ? 32 : 64);
2453 if (!flag7 && (roomHeight == 0f || !this.tileType.RepeatBlock || flag9))
2454 {
2455 _sourceBlock.renderData.Draw(param);
2456 }
2457 else
2458 {
2459 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFix);
2460 }
2461 param.x = orgX;
2462 }
2463 }
2464 param.y = orgY;
2465 param.z = orgZ;
2466 break;
2467 }
2468 case BlockRenderMode.HalfBlock:
2469 param.color = floorLight;
2470 _sourceBlock = ((sourceBlock.id == 5) ? EMono.sources.blocks.rows[matBlock.defBlock] : sourceBlock);
2471 param.tile = _sourceBlock._tiles[0];
2472 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, _sourceBlock.colorMod));
2473 param.tile2 = _sourceBlock.sourceAutoFloor._tiles[0];
2474 param.halfBlockColor = ((_sourceBlock.sourceAutoFloor.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, _sourceBlock.sourceAutoFloor.colorMod));
2475 sourceBlock.renderData.Draw(param);
2476 break;
2477 case BlockRenderMode.Pillar:
2478 {
2479 RenderData renderData2 = sourceBlock.renderData;
2480 param.tile = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length];
2481 param.matColor = ((sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, sourceBlock.colorMod));
2482 int num16 = this.cell.objDir + ((this.cell.objDir >= 7) ? this.cell.objDir : 0) + 1;
2483 if (num16 == 0)
2484 {
2485 renderData2.Draw(param);
2486 }
2487 else
2488 {
2489 renderData2.DrawRepeat(param, num16, sourceBlock.tileType.RepeatSize);
2490 }
2491 param.tile = renderData2.idShadow;
2492 SourcePref shadowPref2 = renderData2.shadowPref;
2493 int shadow3 = shadowPref2.shadow;
2494 passShadow.AddShadow(param.x + renderData2.offsetShadow.x, param.y + renderData2.offsetShadow.y, param.z + renderData2.offsetShadow.z, ShadowData.Instance.items[shadow3], shadowPref2, 0, param.snow);
2495 break;
2496 }
2497 case BlockRenderMode.Floor:
2498 param.color = floorLight;
2499 param.tile = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length];
2500 param.matColor = ((sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, sourceBlock.colorMod));
2501 sourceBlock.renderData.Draw(param);
2502 break;
2503 default:
2504 param.color = floorLight;
2505 param.tile = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length] + ((_lowblock && this.tileType.UseLowBlock) ? 3000000 : 0);
2506 param.matColor = ((sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, sourceBlock.colorMod));
2507 if (roomHeight == 0f)
2508 {
2509 sourceBlock.renderData.Draw(param);
2510 }
2511 else
2512 {
2513 sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFixBlock);
2514 }
2515 break;
2516 }
2517 }
2518 if (this.cell.pcSync && EMono.player.lightPower > 0f && !cinemaMode)
2519 {
2520 if (this.cell.room != null || !this.cell.IsRoomEdge || !showRoof)
2521 {
2522 goto IL_71e1;
2523 }
2524 if (this.cell._block == 0 || !this.cell.sourceBlock.tileType.RepeatBlock)
2525 {
2526 Room obj = this.cell.FrontRight.room;
2527 if (obj == null || !obj.HasRoof)
2528 {
2529 goto IL_71e1;
2530 }
2531 }
2532 }
2533 goto IL_7241;
2534 IL_71e1:
2535 if (!showRoof || !roof || this.cell.room == null || this.cell.Front.room == null || this.cell.Right.room == null)
2536 {
2537 param.tile = num13;
2539 }
2540 goto IL_7241;
2541 IL_7d72:
2542 if (detail.things.Count == 0 && detail.charas.Count == 0)
2543 {
2544 return;
2545 }
2546 int num21 = 0;
2547 thingPos.x = 0f;
2548 thingPos.y = 0f;
2549 thingPos.z = 0f;
2550 freePos.x = (freePos.y = (freePos.z = 0f));
2551 if (this.cell.HasRamp)
2552 {
2553 Vector3 rampFix = sourceBlock.tileType.GetRampFix(this.cell.blockDir);
2554 param.x += rampFix.x;
2555 param.y += rampFix.y;
2556 param.z += rampFix.z;
2557 freePos.x += rampFix.x;
2558 freePos.y += rampFix.y;
2559 freePos.z += rampFix.z;
2560 }
2561 param.y += (flag ? 0f : ((this.cell._bridge != 0) ? this.cell.sourceBridge.tileType.FloorHeight : sourceFloor.tileType.FloorHeight));
2562 orgPos.x = (orgX = param.x);
2563 orgPos.y = (orgY = param.y);
2564 orgPos.z = (orgZ = param.z);
2565 if (flag && liquidLv > 0)
2566 {
2567 if (liquidLv > 10)
2568 {
2569 liquidLv = TileType.FloorWaterShallow.LiquidLV * 10;
2570 }
2571 liquidLv -= (int)(floatY * 0.5f);
2572 param.liquidLv = liquidLv;
2574 }
2575 Thing thing = null;
2576 bool shadow = liquidLv == 0;
2577 float num22 = 0f;
2578 float num23 = 0f;
2579 float num24 = 0f;
2580 float num25 = 0f;
2581 bool flag10 = false;
2582 float num26 = 0f;
2583 bool flag11 = false;
2584 float num27 = 0f;
2585 if (detail.things.Count > 0 && isSeen)
2586 {
2587 _ = zSetting.max1;
2588 float num28 = 0f;
2589 for (int m = 0; m < detail.things.Count; m++)
2590 {
2591 Thing t = detail.things[m];
2592 if ((fogged && !t.isRoofItem) || ((t.isHidden || t.trait.HideInAdv || t.isMasked) && !EMono.scene.actionMode.ShowMaskedThings) || (t.isRoofItem && ((this.room == null && !sourceBlock.tileType.IsFullBlock && !EMono._zone.IsPCFaction && !buildMode) || (lowBlock && !showFullWall && this.room != null) || (noRoofMode && currentRoom == null))) || (flag3 && !t.isRoofItem))
2593 {
2594 continue;
2595 }
2597 bool isInstalled = t.IsInstalled;
2598 SourcePref pref = t.Pref;
2599 if (!isInstalled && t.category.tileDummy != 0)
2600 {
2602 }
2603 float num29 = ((tileType.UseMountHeight && isInstalled) ? 0f : ((pref.height < 0f) ? 0f : ((pref.height == 0f) ? 0.1f : pref.height)));
2604 if (t.ignoreStackHeight)
2605 {
2606 thingPos.y -= num22;
2607 thingPos -= altitudeFix * num23;
2608 }
2609 shadow = thingPos.y < 0.16f && num27 < 0.16f;
2610 _ = pref.bypassShadow;
2611 param.shadowFix = 0f - thingPos.y;
2612 param.liquidLv = ((thingPos.y + (float)t.altitude < 0.1f) ? liquidLv : 0);
2613 if (t.isRoofItem)
2614 {
2615 param.snow = isSnowCovered && !this.cell.isClearSnow;
2616 SetRoofHeight(param, this.cell, cx, cz);
2617 _actorPos.x = param.x;
2618 _actorPos.y = param.y;
2619 _actorPos.z = param.z + num28;
2620 if (this.room != null)
2621 {
2622 param.color = GetRoofLight(this.room.lot);
2623 }
2624 shadow = false;
2625 param.liquidLv = 0;
2626 }
2627 else
2628 {
2629 param.snow = snowed;
2630 _actorPos.x = orgX + num25;
2631 _actorPos.y = orgY;
2632 _actorPos.z = orgZ + num28 + thingPos.z;
2633 if (tileType.CanStack || !isInstalled)
2634 {
2635 if (thing?.id != t.id)
2636 {
2637 _actorPos.x += thingPos.x;
2638 }
2639 _actorPos.y += thingPos.y;
2640 if (t.trait.IgnoreLastStackHeight && (thing == null || !thing.trait.IgnoreLastStackHeight))
2641 {
2642 thingPos.y -= num22;
2643 if (thing != null)
2644 {
2645 _actorPos.z -= 0.2f;
2646 thingPos.z -= 0.2f;
2647 }
2648 _actorPos.y -= num22;
2649 }
2650 _actorPos.z += renderSetting.thingZ + (float)m * -0.01f + zSetting.mod1 * thingPos.y;
2651 }
2652 if (isInstalled)
2653 {
2654 if (t.TileType.IsRamp)
2655 {
2656 Vector3 rampFix2 = t.TileType.GetRampFix(t.dir, pref);
2657 orgX += rampFix2.x;
2658 orgY += rampFix2.y;
2659 orgZ += rampFix2.z;
2660 freePos.x += rampFix2.x;
2661 freePos.y += rampFix2.y;
2662 freePos.z += rampFix2.z;
2663 if (!this.cell.IsTopWater || t.altitude > 0)
2664 {
2665 num27 += rampFix2.y;
2666 }
2667 liquidLv -= (int)(rampFix2.y * 150f);
2668 if (liquidLv < 0)
2669 {
2670 liquidLv = 0;
2671 }
2672 }
2673 else if (!flag11 && t.trait.IsChangeFloorHeight && !t.ignoreStackHeight)
2674 {
2675 orgY += num29 + (float)t.altitude * altitudeFix.y;
2676 orgZ += (float)t.altitude * altitudeFix.z;
2677 freePos.y += num29 + (float)t.altitude * altitudeFix.y;
2678 if (!this.cell.IsTopWater || t.altitude > 0)
2679 {
2680 num27 += num29 + (float)t.altitude * altitudeFix.y;
2681 }
2682 _actorPos.x += pref.x * (float)((!t.flipX) ? 1 : (-1));
2683 _actorPos.z += pref.z;
2684 thingPos.z += pref.z;
2685 liquidLv -= (int)(num29 * 150f);
2686 if (liquidLv < 0)
2687 {
2688 liquidLv = 0;
2689 }
2690 }
2691 else
2692 {
2693 thingPos.y += num29;
2695 {
2696 if ((tileType != TileType.Illumination || !this.cell.HasObj) && !tileType.AlwaysShow)
2697 {
2699 {
2700 continue;
2701 }
2702 if (hideHang && (this.cell.room?.lot != currentLot || (!this.cell.lotWall && this.cell.room != currentRoom)))
2703 {
2704 Room room5 = ((t.dir == 0) ? this.cell.Back.room : this.cell.Left.room);
2706 {
2707 if (room5 == null || !room5.data.showWallItem)
2708 {
2709 continue;
2710 }
2711 }
2712 else if (t.altitude >= lowWallObjAltitude)
2713 {
2714 continue;
2715 }
2716 }
2717 }
2719 {
2720 flag10 = true;
2721 }
2723 shadow = false;
2724 param.liquidLv = 0;
2725 if (t.freePos)
2726 {
2727 _actorPos.x += t.fx;
2728 _actorPos.y += t.fy;
2729 }
2730 }
2731 else
2732 {
2733 thingPos.y += (float)t.altitude * altitudeFix.y;
2734 thingPos.z += (float)t.altitude * altitudeFix.z;
2735 }
2736 _actorPos.x += pref.x * (float)((!t.flipX) ? 1 : (-1));
2737 _actorPos.z += pref.z;
2738 if (pref.height >= 0f)
2739 {
2740 thingPos.z += pref.z;
2741 }
2742 }
2743 if (!tileType.UseMountHeight && m > 10)
2744 {
2745 flag11 = true;
2746 }
2747 }
2748 else
2749 {
2750 thingPos.y += num29;
2751 _actorPos.x += pref.x * (float)((!t.flipX) ? 1 : (-1));
2752 _actorPos.z += pref.z;
2753 thingPos.z += pref.z;
2754 }
2755 if (t.isFloating && isWater && !hasBridge && !flag)
2756 {
2757 flag = true;
2758 float num30 = ((this.cell._bridge != 0) ? sourceBridge.tileType.FloorHeight : sourceFloor.tileType.FloorHeight);
2759 orgY += 0.01f * floatY - num30;
2761 {
2762 num26 = num29;
2763 }
2764 _actorPos.y += 0.01f * floatY - num30;
2765 if (liquidLv > 10)
2766 {
2767 liquidLv = TileType.FloorWaterShallow.LiquidLV * 10;
2768 }
2769 liquidLv -= (int)(floatY * 0.5f);
2770 if (liquidLv < 0)
2771 {
2772 liquidLv = 0;
2773 }
2774 param.liquidLv = liquidLv;
2775 }
2776 num22 = num29;
2777 if (t.sourceCard.multisize && !t.trait.IsGround)
2778 {
2779 num28 += zSetting.multiZ;
2780 }
2781 orgZ += t.renderer.data.stackZ;
2782 if (param.liquidLv > 0)
2783 {
2784 param.liquidLv += pref.liquidMod;
2785 if (param.liquidLv < 1)
2786 {
2787 param.liquidLv = 1;
2788 }
2789 else if (param.liquidLv > 99 + pref.liquidModMax)
2790 {
2791 param.liquidLv = 99 + pref.liquidModMax;
2792 }
2793 }
2794 }
2795 if (!isInstalled || !tileType.UseMountHeight)
2796 {
2797 if (t.altitude != 0)
2798 {
2800 if (!t.isRoofItem)
2801 {
2802 num24 += (float)t.altitude;
2803 num23 = t.altitude;
2804 }
2805 }
2806 if (num24 >= 2f && ((this.cell.Back.room != null && this.cell.Back.IsRoomEdge) || (this.cell.Left.room != null && this.cell.Left.IsRoomEdge)) && hideHang && (this.cell.room?.lot != currentLot || (!this.cell.lotWall && this.cell.room != currentRoom)))
2807 {
2808 continue;
2809 }
2810 if (t.freePos)
2811 {
2812 if (t.isRoofItem)
2813 {
2814 _actorPos.x += t.fx;
2815 _actorPos.y += t.fy - (float)t.altitude * altitudeFix.y;
2816 }
2817 else
2818 {
2819 _actorPos.x = orgX + t.fx - freePos.x;
2820 _actorPos.y = orgY + t.fy - freePos.y;
2821 }
2822 }
2823 if (t.trait is TraitDoor && (t.trait as TraitDoor).IsOpen())
2824 {
2825 _actorPos.z += -0.5f;
2826 }
2827 }
2828 if (!t.sourceCard.multisize || (t.pos.x == cx && t.pos.z == cz))
2829 {
2830 if (iconMode != 0)
2831 {
2832 int num31 = 0;
2833 switch (iconMode)
2834 {
2835 case CardIconMode.Visibility:
2836 if (t.isMasked)
2837 {
2838 num31 = 17;
2839 }
2840 break;
2841 case CardIconMode.State:
2842 if (t.placeState == PlaceState.installed)
2843 {
2844 num31 = 18;
2845 }
2846 break;
2847 case CardIconMode.Deconstruct:
2848 if (t.isDeconstructing)
2849 {
2850 num31 = 14;
2851 }
2852 break;
2853 }
2855 {
2856 num31 = 13;
2857 }
2858 if (num31 != 0)
2859 {
2860 passGuideBlock.Add(_actorPos.x, _actorPos.y, _actorPos.z - 10f, num31);
2861 }
2862 }
2864 if (_lowblock && t.trait.UseLowblock && !this.cell.HasFullBlock)
2865 {
2866 param.tile += ((param.tile < 0f) ? (-64) : 64);
2867 }
2868 if (t.trait is TraitTrolley && EMono.pc.ai is AI_Trolley aI_Trolley && aI_Trolley.trolley.owner == t)
2869 {
2870 RenderParam _param = new RenderParam(param);
2871 EMono.core.actionsLateUpdate.Add(delegate
2872 {
2873 t.SetRenderParam(_param);
2874 _actorPos.x = EMono.pc.renderer.position.x;
2875 _actorPos.y = EMono.pc.renderer.position.y - pref.height;
2876 _actorPos.z = EMono.pc.renderer.position.z + 0.02f;
2877 t.renderer.Draw(_param, ref _actorPos, !t.noShadow && (shadow || tileType.AlwaysShowShadow));
2878 });
2879 }
2880 else
2881 {
2882 t.renderer.Draw(param, ref _actorPos, !t.noShadow && (shadow || tileType.AlwaysShowShadow));
2883 }
2884 }
2885 if (isInstalled)
2886 {
2887 num25 += pref.stackX * (float)((!t.flipX) ? 1 : (-1));
2888 }
2889 param.x = orgX;
2890 param.y = orgY;
2891 param.z = orgZ;
2892 param.color = floorLight;
2893 thing = t;
2894 if (pref.Float)
2895 {
2896 liquidLv = 0;
2897 }
2898 }
2899 }
2900 orgY += num26;
2901 if (detail.charas.Count <= 0)
2902 {
2903 return;
2904 }
2905 param.shadowFix = 0f - num27;
2906 param.color += 1310720f;
2907 float max = zSetting.max2;
2908 for (int n = 0; n < detail.charas.Count; n++)
2909 {
2910 Chara chara = detail.charas[n];
2911 if (chara.host != null)
2912 {
2913 continue;
2914 }
2915 if (chara != EMono.pc && chara != LayerDrama.alwaysVisible)
2916 {
2917 if (chara.mimicry != null && chara.mimicry.IsThing)
2918 {
2919 if (flag3 || fogged || !this.cell.isSeen)
2920 {
2921 continue;
2922 }
2923 }
2924 else if (flag3 || fogged || (!showAllCards && !EMono.player.CanSee(chara)))
2925 {
2926 continue;
2927 }
2928 }
2929 _actorPos.x = orgX;
2930 _actorPos.y = orgY;
2931 _actorPos.z = orgZ;
2932 if (this.cell.IsBlocked && chara.IsAstralBody)
2933 {
2934 _actorPos.z += EMono.setting.render.astralBodyFixZ;
2935 }
2936 chara.SetRenderParam(param);
2937 _ = chara.IsAliveInCurrentZone;
2938 if (chara.isRestrained)
2939 {
2940 TraitShackle restrainer = chara.GetRestrainer();
2941 if (restrainer != null)
2942 {
2943 Vector3 getRestrainPos = restrainer.GetRestrainPos;
2944 if (getRestrainPos != default(Vector3))
2945 {
2946 Vector3 position = restrainer.owner.renderer.position;
2947 float defCharaHeight = EMono.setting.render.defCharaHeight;
2948 float num32 = getRestrainPos.y + defCharaHeight - ((chara.Pref.height == 0f) ? defCharaHeight : chara.source.pref.height);
2949 _actorPos.x = position.x + getRestrainPos.x * (float)((restrainer.owner.dir % 2 == 0) ? 1 : (-1));
2950 _actorPos.y = position.y + num32;
2951 _actorPos.z = position.z + getRestrainPos.z;
2952 param.liquidLv = 0;
2953 param.shadowFix = orgY - _actorPos.y;
2954 chara.renderer.SetFirst(first: true);
2955 chara.renderer.Draw(param, ref _actorPos, drawShadow: true);
2956 param.shadowFix = 0f;
2957 continue;
2958 }
2959 }
2960 }
2961 if (!chara.sourceCard.multisize || (chara.pos.x == cx && chara.pos.z == cz))
2962 {
2963 if (chara.IsDeadOrSleeping && chara.IsPCC)
2964 {
2965 float num33 = chara.renderer.data.size.y * 0.3f;
2966 if (thingPos.y > max)
2967 {
2968 thingPos.y = max;
2969 }
2970 float num34 = thingPos.y + num33;
2971 float num35 = (float)n * -0.01f;
2972 if (num34 > zSetting.thresh1)
2973 {
2974 num35 = zSetting.mod1;
2975 }
2976 _actorPos.x += thingPos.x;
2977 _actorPos.y += thingPos.y;
2978 _actorPos.z += renderSetting.laydownZ + num35;
2979 param.liquidLv = ((thingPos.y == 0f && liquidLv > 0) ? 90 : 0);
2980 thingPos.y += num33 * 0.8f;
2981 chara.renderer.Draw(param, ref _actorPos, liquidLv == 0);
2982 }
2983 else
2984 {
2985 param.liquidLv = liquidLv;
2986 if (isUnderwater)
2987 {
2988 if (chara.Pref.FloatUnderwater)
2989 {
2990 float num36 = ((this.cell._bridge != 0) ? sourceBridge.tileType.FloorHeight : sourceFloor.tileType.FloorHeight);
2991 float num37 = floatYs[chara.uid % 10] + 10f + (float)(chara.uid % 30);
2992 orgY += 0.01f * num37 - num36;
2993 _actorPos.y += 0.01f * num37 - num36;
2994 param.shadowFix -= 0.01f * num37 - num36;
2995 }
2996 }
2997 else if (liquidLv > 0)
2998 {
2999 if (chara.Pref.Float && !flag && !hasBridge)
3000 {
3001 if (liquidLv > 20)
3002 {
3003 float num38 = ((this.cell._bridge != 0) ? sourceBridge.tileType.FloorHeight : sourceFloor.tileType.FloorHeight);
3004 orgY += 0.01f * floatY - num38;
3005 _actorPos.y += 0.01f * floatY - num38;
3006 int num39 = TileType.FloorWaterShallow.LiquidLV * 10;
3007 num39 -= (int)(floatY * 0.5f);
3008 param.liquidLv = num39;
3009 }
3010 else
3011 {
3012 param.liquidLv -= 20;
3013 }
3014 }
3015 param.liquidLv += chara.Pref.liquidMod;
3016 if (param.liquidLv < 1)
3017 {
3018 param.liquidLv = 1;
3019 }
3020 else if (param.liquidLv > 99 + chara.Pref.liquidModMax)
3021 {
3022 param.liquidLv = 99 + chara.Pref.liquidModMax;
3023 }
3024 }
3025 if (!chara.IsPC && EMono.pc.host != chara && !chara.renderer.IsMoving && detail.charas.Count > 1 && (detail.charas.Count != 2 || !detail.charas[0].IsDeadOrSleeping || !detail.charas[0].IsPCC))
3026 {
3027 _actorPos += renderSetting.charaPos[1 + ((num21 < 4) ? num21 : 3)];
3028 }
3029 _actorPos.z += 0.01f * (float)n + renderSetting.charaZ;
3030 num21++;
3031 if (flag10)
3032 {
3033 _actorPos.z += chara.renderer.data.hangedFixZ;
3034 }
3035 chara.renderer.Draw(param, ref _actorPos, liquidLv == 0);
3036 }
3037 }
3038 param.x = orgX;
3039 param.y = orgY;
3040 param.z = orgZ;
3041 }
3042 return;
3043 IL_7241:
3044 if (isSnowCovered && (sourceBlock.id != 0 || this.cell.hasDoor) && !snowed && !this.cell.isClearSnow && ((!this.cell.Front.HasRoof && !this.cell.Front.HasBlock) || (!this.cell.Right.HasRoof && !this.cell.Right.HasBlock)))
3045 {
3046 snowed = true;
3047 }
3048 if (this.cell.effect != null)
3049 {
3050 if (this.cell.effect.IsLiquid)
3051 {
3052 SourceCellEffect.Row sourceEffect = this.cell.sourceEffect;
3053 SourceMaterial.Row defaultMaterial = sourceEffect.DefaultMaterial;
3054 tile = 4 + Rand.bytes[index % Rand.MaxBytes] % 4;
3055 param.tile = tile + this.cell.sourceEffect._tiles[0];
3056 param.mat = defaultMaterial;
3057 param.matColor = ((this.cell.effect.color == 0) ? GetColorInt(ref defaultMaterial.matColor, sourceEffect.colorMod) : this.cell.effect.color);
3058 sourceEffect.renderData.Draw(param);
3059 }
3060 else
3061 {
3062 param.tile = this.cell.effect.source._tiles[0];
3063 SourceCellEffect.Row sourceEffect2 = this.cell.sourceEffect;
3064 if (sourceEffect2.anime.Length != 0)
3065 {
3066 if (sourceEffect2.anime.Length > 2)
3067 {
3068 float num40 = Time.realtimeSinceStartup * 1000f / (float)sourceEffect2.anime[1] % (float)sourceEffect2.anime[2];
3069 if (!(num40 >= (float)sourceEffect2.anime[0]))
3070 {
3071 param.tile += num40;
3072 }
3073 }
3074 else
3075 {
3076 float num41 = Time.realtimeSinceStartup * 1000f / (float)sourceEffect2.anime[1] % (float)sourceEffect2.anime[0];
3077 param.tile += num41;
3078 }
3079 }
3080 if (this.cell.effect.IsFire)
3081 {
3083 }
3084 else
3085 {
3086 this.cell.effect.source.renderData.Draw(param);
3087 }
3088 }
3089 }
3090 param.color = floorLight;
3091 if (this.cell.critter != null)
3092 {
3093 Critter critter = this.cell.critter;
3094 int snowTile = critter.tile;
3095 if (snowed && critter.SnowTile != 0)
3096 {
3097 critter.x = 0.06f;
3098 critter.y = -0.06f;
3099 snowTile = critter.SnowTile;
3100 }
3101 else
3102 {
3103 critter.Update();
3104 }
3105 pass = passObjSS;
3107 batch.matrices[pass.idx].m03 = param.x + (float)(int)(critter.x * 100f) * 0.01f;
3108 batch.matrices[pass.idx].m13 = param.y + (float)(int)(critter.y * 100f) * 0.01f;
3109 batch.matrices[pass.idx].m23 = param.z;
3110 batch.tiles[pass.idx] = snowTile * ((!critter.reverse) ? 1 : (-1));
3112 pass.idx++;
3113 if (pass.idx == pass.batchSize)
3114 {
3115 pass.NextBatch();
3116 }
3117 }
3118 if (detail != null)
3119 {
3120 TransAnime anime3 = detail.anime;
3121 if (anime3 != null && !anime3.animeBlock)
3122 {
3123 TransAnime anime4 = detail.anime;
3124 param.x += anime4.v.x;
3125 param.y += anime4.v.y;
3126 param.z += anime4.v.z;
3127 }
3128 }
3129 if (this.cell.obj != 0 && !this.cell.sourceObj.renderData.SkipOnMap)
3130 {
3131 SourceObj.Row sourceObj = this.cell.sourceObj;
3132 if (!snowed || sourceObj.snowTile <= 0)
3133 {
3134 param.snow = snowed;
3135 param.mat = this.cell.matObj;
3136 orgY = param.y;
3137 if (param.liquidLv > 0)
3138 {
3139 if (sourceObj.pref.Float)
3140 {
3141 param.y += 0.01f * floatY;
3142 if (liquidLv > 10)
3143 {
3144 liquidLv = TileType.FloorWaterShallow.LiquidLV * 10;
3145 }
3146 liquidLv -= (int)(floatY * 0.5f);
3147 param.liquidLv = liquidLv;
3148 }
3149 if (sourceObj.tileType.IsWaterTop)
3150 {
3151 param.liquidLv = 0;
3152 }
3153 else
3154 {
3155 param.liquidLv += sourceObj.pref.liquidMod;
3156 if (param.liquidLv < 1)
3157 {
3158 param.liquid = 1f;
3159 }
3160 else if (param.liquidLv > 99 + sourceObj.pref.liquidModMax)
3161 {
3162 param.liquidLv = 99 + sourceObj.pref.liquidModMax;
3163 }
3164 }
3165 }
3166 if (sourceObj.useAltColor)
3167 {
3168 param.matColor = ((sourceObj.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.altColor, sourceObj.colorMod));
3169 }
3170 else
3171 {
3172 param.matColor = ((sourceObj.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, sourceObj.colorMod));
3173 }
3174 if (sourceObj.HasGrowth)
3175 {
3176 this.cell.growth.OnRenderTileMap(param);
3177 }
3178 else
3179 {
3180 if (this.cell.autotileObj != 0)
3181 {
3182 param.tile = sourceObj._tiles[0] + this.cell.autotileObj;
3183 }
3184 else if (sourceObj.tileType.IsUseBlockDir)
3185 {
3186 param.tile = sourceObj._tiles[this.cell.blockDir % sourceObj._tiles.Length];
3187 }
3188 else
3189 {
3190 param.tile = sourceObj._tiles[this.cell.objDir % sourceObj._tiles.Length];
3191 }
3192 if (_lowblock && sourceObj.tileType.IsSkipLowBlock)
3193 {
3194 param.tile += ((param.tile > 0f) ? 1 : (-1)) * 3000000;
3195 }
3196 orgY = param.y;
3197 orgZ = param.z;
3198 param.y += sourceObj.pref.y;
3199 param.z += sourceObj.pref.z;
3200 sourceObj.renderData.Draw(param);
3201 param.y = orgY;
3202 param.z = orgZ;
3203 int shadow4 = sourceObj.pref.shadow;
3204 if (shadow4 > 1 && !this.cell.ignoreObjShadow)
3205 {
3206 passShadow.AddShadow(param.x + sourceObj.renderData.offsetShadow.x, param.y + sourceObj.renderData.offsetShadow.y, param.z + sourceObj.renderData.offsetShadow.z, ShadowData.Instance.items[shadow4], sourceObj.pref, 0, param.snow);
3207 }
3208 param.y = orgY;
3209 }
3210 }
3211 }
3212 if (this.cell.decal != 0 && sourceFloor.tileType.AllowBlood)
3213 {
3214 passDecal.Add(param, (int)this.cell.decal, floorLight);
3215 }
3216 if (highlightCells)
3217 {
3218 switch (ActionMode.FlagCell.mode)
3219 {
3220 case AM_FlagCell.Mode.flagWallPillar:
3221 if (this.cell.isToggleWallPillar)
3222 {
3223 passArea.Add(param, 34f, 0f);
3224 }
3225 break;
3226 case AM_FlagCell.Mode.flagSnow:
3227 if (this.cell.isClearSnow)
3228 {
3229 passArea.Add(param, 34f, 0f);
3230 }
3231 break;
3232 case AM_FlagCell.Mode.flagFloat:
3233 if (this.cell.isForceFloat)
3234 {
3235 passArea.Add(param, 34f, 0f);
3236 }
3237 break;
3238 case AM_FlagCell.Mode.flagClear:
3239 if (this.cell.isClearArea)
3240 {
3241 passArea.Add(param, 34f, 0f);
3242 }
3243 break;
3244 }
3245 }
3246 if (detail == null)
3247 {
3248 return;
3249 }
3250 if (highlightArea && detail.area != null)
3251 {
3252 passArea.Add(param, (int)detail.area.GetTile(index) - ((!subtleHighlightArea) ? 1 : 0), 0f);
3253 }
3254 if (detail.footmark != null && sourceFloor.id != 0)
3255 {
3256 param.tile = detail.footmark.tile;
3257 param.mat = matFloor;
3258 param.matColor = 104025f;
3260 }
3261 goto IL_7d72;
3262 void Draw(int tile)
3263 {
3264 pass = passEdge;
3267 batch.matrices[pass.idx].m03 = param.x + waterEdgeFixShoreSand.x;
3268 batch.matrices[pass.idx].m13 = param.y + waterEdgeFixShoreSand.y;
3269 batch.matrices[pass.idx].m23 = param.z + waterEdgeFixShoreSand.z;
3272 pass.idx++;
3273 if (pass.idx == pass.batchSize)
3274 {
3275 pass.NextBatch();
3276 }
3277 }
3278 }
3279
3280 public Vector3 GetThingPosition(Card tg, Point p)
3281 {
3282 Vector3 zero = Vector3.zero;
3283 float num = 0f;
3284 cell = p.cell;
3286 if (!tg.TileType.UseMountHeight)
3287 {
3289 {
3290 zero.z -= 1f;
3291 }
3292 else if (!tg.sourceCard.multisize)
3293 {
3294 float num2 = ((cell._bridge != 0) ? cell.sourceBridge.tileType.FloorHeight : sourceFloor.tileType.FloorHeight);
3295 zero.y += num2;
3296 zero.z -= num2 * heightMod.z;
3297 }
3298 if (cell.HasRamp)
3299 {
3300 Vector3 rampFix = cell.sourceBlock.tileType.GetRampFix(cell.blockDir);
3301 zero.x += rampFix.x;
3302 zero.y += rampFix.y;
3303 zero.z += rampFix.z;
3304 }
3305 }
3306 if (tg.sourceCard.multisize)
3307 {
3308 zero.z -= 1f;
3309 }
3310 SourcePref pref = tg.Pref;
3311 zero.x += pref.x * (float)((!tg.flipX) ? 1 : (-1));
3312 zero.z += pref.z;
3313 detail = cell.detail;
3314 if (tg.isChara)
3315 {
3316 return zero;
3317 }
3318 bool flag = false;
3320 {
3321 flag = true;
3322 }
3324 {
3325 if (tg.altitude != 0)
3326 {
3327 zero += altitudeFix * tg.altitude;
3328 }
3329 flag = true;
3330 }
3332 {
3333 return zero;
3334 }
3335 float num3 = 0f;
3336 if (detail != null && detail.things.Count > 0)
3337 {
3338 Card card = null;
3339 for (int i = 0; i < detail.things.Count; i++)
3340 {
3341 Thing thing = detail.things[i];
3342 SourcePref pref2 = thing.Pref;
3344 float num4 = (tileType.UseMountHeight ? 0f : ((pref2.height == 0f) ? 0.1f : pref2.height));
3345 if (!thing.IsInstalled || thing == ActionMode.Inspect.target)
3346 {
3347 continue;
3348 }
3349 if (thing.TileType.IsRamp)
3350 {
3351 Vector3 rampFix2 = thing.TileType.GetRampFix(thing.dir, pref2);
3352 zero.x += rampFix2.x;
3353 zero.y += rampFix2.y;
3354 zero.z += rampFix2.z;
3355 }
3356 if (!flag && tileType.CanStack)
3357 {
3358 if (thing.ignoreStackHeight)
3359 {
3360 zero.y -= num3;
3361 }
3362 zero.y += num4;
3363 zero.x += pref2.stackX * (float)((!thing.flipX) ? 1 : (-1));
3364 zero.z += pref2.z + thing.renderer.data.stackZ;
3365 if (!tileType.UseMountHeight && thing.altitude != 0)
3366 {
3367 zero += altitudeFix * thing.altitude;
3368 num4 += altitudeFix.y * (float)thing.altitude;
3369 }
3370 if (thing.trait.IgnoreLastStackHeight && (card == null || !card.trait.IgnoreLastStackHeight))
3371 {
3372 zero.y -= num3;
3373 }
3374 num3 = num4;
3375 zero.z += renderSetting.thingZ + num + (float)i * -0.01f + zSetting.mod1 * zero.y;
3376 if (!thing.TileType.IsRamp && thing.trait.IsChangeFloorHeight)
3377 {
3378 _ = thing.ignoreStackHeight;
3379 }
3380 if (thing.sourceCard.multisize)
3381 {
3382 num += zSetting.multiZ;
3383 }
3384 card = thing;
3385 }
3386 }
3387 }
3388 if (flag)
3389 {
3390 return zero;
3391 }
3392 if (tg.ignoreStackHeight)
3393 {
3394 zero.y -= num3;
3395 zero.z += (float)(detail?.things.Count ?? 0) * -0.01f;
3396 }
3397 if (tg.altitude != 0)
3398 {
3399 zero += altitudeFix * tg.altitude;
3400 }
3401 return zero;
3402 }
3403
3405 {
3406 float num = _baseBrightness + 0.25f;
3407 num = ((!cell.IsSnowTile) ? ((float)((int)(num * 50f) * 262144 + ((cell.lightR >= 64) ? 63 : cell.lightR) * 4096 + ((cell.lightG >= 64) ? 63 : cell.lightG) * 64 + ((cell.lightB >= 64) ? 63 : cell.lightB))) : ((float)((int)(num * 50f) * 262144 + (int)((float)((cell.lightR >= 50) ? 50 : cell.lightR) * snowColor) * 4096 + (int)((float)((cell.lightG >= 50) ? 50 : cell.lightG) * snowColor) * 64 + (int)((float)((cell.lightB >= 50) ? 50 : cell.lightB) * snowColor) + snowColorToken)));
3408 return (int)num;
3409 }
3410
3411 public int GetRoofLight(Lot lot)
3412 {
3413 float num = Mathf.Sqrt(lot.light) * roofLightMod;
3414 if (num > lightLimit * roofLightLimitMod)
3415 {
3417 }
3418 if (isSnowCovered)
3419 {
3420 num += roofLightSnow * (1f - nightRatio);
3421 }
3422 int num2 = (int)(num * 50f) * 262144;
3423 if (isSnowCovered)
3424 {
3425 num2 += snowColorToken;
3426 }
3427 return num2;
3428 }
3429
3430 public void DrawRoof(Lot lot)
3431 {
3432 RoofStyle roofStyle = roofStyles[lot.idRoofStyle];
3433 if (roofStyle.type == RoofStyle.Type.None)
3434 {
3435 return;
3436 }
3437 bool reverse = lot.reverse;
3438 int num;
3439 int num2;
3440 int num3;
3441 int num4;
3442 if (reverse)
3443 {
3444 num = lot.z - roofStyle.h;
3445 num2 = lot.x - roofStyle.w;
3446 num3 = lot.mz + 1 + roofStyle.h;
3447 num4 = lot.mx + 1 + roofStyle.w;
3448 if (num2 > 1 && num > 0 && map.cells[num2 - 1, num].HasFullBlock)
3449 {
3450 num2--;
3451 }
3452 if (num3 < Size && num4 < Size && map.cells[num4 - 1, num3].HasFullBlock)
3453 {
3454 num3++;
3455 }
3456 }
3457 else
3458 {
3459 num = lot.x - roofStyle.w;
3460 num2 = lot.z - roofStyle.h;
3461 num3 = lot.mx + 1 + roofStyle.w;
3462 num4 = lot.mz + 1 + roofStyle.h;
3463 if (num2 > 0 && num > 1 && map.cells[num - 1, num2].HasFullBlock)
3464 {
3465 num--;
3466 }
3467 if (num3 < Size && num4 < Size && map.cells[num3 - 1, num4].HasFullBlock)
3468 {
3469 num4++;
3470 }
3471 }
3472 int num5;
3473 if (roofStyle.wing)
3474 {
3475 num5 = ((lot.height > 1) ? 1 : 0);
3476 if (num5 != 0)
3477 {
3478 num2--;
3479 num4++;
3480 }
3481 }
3482 else
3483 {
3484 num5 = 0;
3485 }
3486 int num6 = num4 + (reverse ? roofStyle.w : roofStyle.h) * 2 - num2;
3487 int idRoofTile = lot.idRoofTile;
3488 int num7 = lot.idBlock;
3489 int num8 = num7;
3490 if (num7 >= EMono.sources.blocks.rows.Count)
3491 {
3492 num7 = EMono.sources.blocks.rows.Count - 1;
3493 }
3494 if (num8 >= EMono.sources.floors.rows.Count)
3495 {
3496 num8 = EMono.sources.floors.rows.Count - 1;
3497 }
3498 int num9 = lot.idRamp;
3499 if (num9 >= EMono.sources.blocks.rows.Count)
3500 {
3501 num9 = EMono.sources.blocks.rows.Count - 1;
3502 }
3503 bool flag = false;
3504 int num10 = num6 / 2 - roofStyle.flatW;
3505 int num11 = num6 / 2 + roofStyle.flatW + ((num6 % 2 != 0) ? 1 : 0);
3506 SourceBlock.Row row = (roofStyle.useDefBlock ? cell.sourceFloor._defBlock : EMono.sources.blocks.rows[num7]);
3507 int num12 = 0;
3508 int num13 = ((num5 != 0) ? (-1) : 0);
3509 int num14 = 0;
3510 Vector3 vector = (lot.fullblock ? roofStyle.posFixBlock : roofStyle.posFix);
3511 switch (roofStyle.type)
3512 {
3513 case RoofStyle.Type.Default:
3514 flag = num6 % 2 == 1 && roofStyle.flatW == 0;
3515 break;
3516 case RoofStyle.Type.Flat:
3517 case RoofStyle.Type.FlatFloor:
3518 num10 = roofStyle.flatW;
3519 num11 = num6 - roofStyle.flatW;
3520 if (num10 == 0)
3521 {
3522 num14 = 1;
3523 }
3524 if (roofStyle.type != RoofStyle.Type.FlatFloor)
3525 {
3526 num--;
3527 num3++;
3528 num2--;
3529 num4++;
3530 }
3531 break;
3532 case RoofStyle.Type.Triangle:
3533 num10 = 999;
3534 num11 = 999;
3535 break;
3536 }
3537 for (cz = num2; cz < num4; cz++)
3538 {
3539 for (cx = num; cx < num3; cx++)
3540 {
3541 if (cx < 0 || cz < 0 || cx >= Size || cz >= Size)
3542 {
3543 continue;
3544 }
3545 int num15;
3546 int num16;
3547 if (reverse)
3548 {
3549 num15 = cz;
3550 num16 = cx;
3551 cell = map.cells[num15, num16];
3552 if (roofStyle.wing && cz == num4 - 1 && cell.Right.Right.room != null && cell.Right.Right.room.lot != lot)
3553 {
3554 continue;
3555 }
3556 }
3557 else
3558 {
3559 num15 = cx;
3560 num16 = cz;
3561 cell = map.cells[num15, num16];
3562 if (roofStyle.wing && cz == 0 && cell.Front.Front.room != null && cell.Front.Front.room.lot != lot)
3563 {
3564 continue;
3565 }
3566 }
3567 int num17 = num16 - num15;
3568 room = cell.room;
3569 if (room != null && room.lot != lot)
3570 {
3571 continue;
3572 }
3573 bool flag2 = false;
3574 if (roofStyle.type == RoofStyle.Type.Flat)
3575 {
3576 if (reverse)
3577 {
3578 if (!cell.HasFullBlock || cell.room != null)
3579 {
3580 num14 = ((cell.Left.room != null && cell.Left.room.lot == lot) ? ((cell.Right.room != null && cell.Right.room.lot == lot) ? 1 : ((cell.HasFullBlock && cell.Right.HasFullBlock && cell.Right.room != null) ? 1 : 2)) : (cell.Left.HasFullBlock ? 1 : 0));
3581 }
3582 else if (cell.Left.room?.lot == lot && cell.Right.room != null)
3583 {
3584 num14 = 1;
3585 flag2 = true;
3586 }
3587 else if (cell.Front.room?.lot == lot)
3588 {
3589 num14 = ((cell.FrontRight.room?.lot == lot) ? 1 : 2);
3590 flag2 = true;
3591 }
3592 else if (cell.Right.room?.lot == lot || cell.FrontRight.room?.lot == lot)
3593 {
3594 num14 = 0;
3595 flag2 = true;
3596 }
3597 }
3598 else if (!cell.HasFullBlock || cell.room != null)
3599 {
3600 num14 = ((cell.Front.room != null && cell.Front.room.lot == lot) ? ((cell.Back.room != null && cell.Back.room.lot == lot) ? 1 : (cell.Back.HasFullBlock ? 1 : 2)) : ((cell.HasFullBlock && cell.Front.HasFullBlock && cell.Front.room != null) ? 1 : 0));
3601 }
3602 else if (cell.Right.room?.lot == lot)
3603 {
3604 num14 = ((cell.FrontRight.room?.lot == lot) ? 1 : 0);
3605 flag2 = true;
3606 }
3607 else if (cell.Front.room?.lot == lot || cell.FrontRight.room?.lot == lot)
3608 {
3609 num14 = 2;
3610 flag2 = true;
3611 }
3612 num13 = 0;
3613 }
3614 bool flag3 = isSnowCovered && !cell.isClearSnow;
3615 if (room == null && !roofStyle.coverLot && !flag2 && !(cell.HasFullBlock && cell.IsRoomEdge && flag3))
3616 {
3617 continue;
3618 }
3619 index = cx + cz * Size;
3621 float num18 = (float)num17 * screen.tileAlign.y + (float)lot.mh * _heightMod.y + lot.realHeight + roofFix.y + vector.y;
3622 float num19 = 1000f + param.x * screen.tileWeight.x + (float)lot.mh * _heightMod.z + lot.realHeight * roofFix3.z + roofFix.z + vector.z;
3623 if (lot.height == 1 && lot.heightFix < 20)
3624 {
3625 num18 += roofStyle.lowRoofFix.y;
3626 num19 += roofStyle.lowRoofFix.z;
3627 }
3628 param.x = (float)(cx + cz) * screen.tileAlign.x + roofFix.x + (float)num13 * roofFix2.x + vector.x * (float)(reverse ? 1 : (-1));
3629 param.y = num18 + (float)num13 * roofFix2.y;
3630 param.z = num19 + param.y * screen.tileWeight.z + (float)num13 * roofFix2.z;
3631 param.color = GetRoofLight(lot);
3632 param.snow = idRoofTile == 0 && flag3;
3633 param.shadowFix = 0f;
3634 if (num14 == 1)
3635 {
3637 RenderRow renderRow;
3638 if (roofStyle.type == RoofStyle.Type.FlatFloor)
3639 {
3640 if (cell.HasFullBlock && cell.IsRoomEdge && !flag3)
3641 {
3642 continue;
3643 }
3644 renderRow = EMono.sources.floors.rows[num8];
3645 renderRow.SetRenderParam(param, mat, 0);
3646 param.matColor = lot.colRoof;
3647 }
3648 else
3649 {
3650 renderRow = row;
3651 renderRow.SetRenderParam(param, mat, 0);
3652 param.matColor = lot.colBlock;
3653 }
3654 renderRow.renderData.Draw(param);
3655 if (idRoofTile != 0)
3656 {
3657 renderRow = EMono.sources.blocks.rows[EMono.sources.objs.rows[idRoofTile].idRoof];
3658 int num20 = (reverse ? 1 : 0) + ((!flag) ? 2 : 0);
3659 renderRow.SetRenderParam(param, MATERIAL.sourceGold, num20);
3660 param.matColor = lot.colRoof;
3661 if (roofStyle.type == RoofStyle.Type.FlatFloor)
3662 {
3663 param.x += roofStyle.posFixBlock.x;
3664 param.y += roofStyle.posFixBlock.y;
3665 param.z += roofStyle.posFixBlock.z;
3666 }
3667 if (!flag)
3668 {
3669 param.z += 0.5f;
3670 }
3671 if (flag3)
3672 {
3673 param.matColor = 104025f;
3674 if (roofStyle.type != RoofStyle.Type.FlatFloor)
3675 {
3676 param.z += roofStyle.snowZ;
3677 }
3678 param.tile = renderRow.renderData.ConvertTile(renderRow.snowTile) + num20;
3679 renderRow.renderData.Draw(param);
3680 }
3681 else
3682 {
3683 renderRow.renderData.Draw(param);
3684 }
3685 }
3686 else if (flag3 && roofStyle.type == RoofStyle.Type.FlatFloor)
3687 {
3688 param.matColor = 104025f;
3689 param.tile = 10f;
3690 param.x += roofStyle.snowFix.x;
3691 param.y += roofStyle.snowFix.y;
3692 param.z += roofStyle.snowZ + roofStyle.snowFix.z;
3693 renderRow.renderData.Draw(param);
3694 }
3695 }
3696 else
3697 {
3698 if (idRoofTile != 0)
3699 {
3700 int num21 = ((!reverse) ? ((num14 != 0) ? 2 : 0) : ((num14 != 0) ? 1 : 3));
3701 if (lot.altRoof && !flag && (roofStyle.type == RoofStyle.Type.Default || roofStyle.type == RoofStyle.Type.DefaultNoTop))
3702 {
3703 param.shadowFix = num21 + 1;
3704 }
3705 RenderRow renderRow = EMono.sources.objs.rows[idRoofTile];
3706 renderRow.SetRenderParam(param, MATERIAL.sourceGold, num21);
3707 param.matColor = lot.colRoof;
3708 if (flag3)
3709 {
3710 param.matColor = 104025f;
3711 param.z += roofStyle.snowZ;
3712 param.tile = renderRow.renderData.ConvertTile(renderRow.snowTile) + num21 + (lot.altRoof ? 8 : 0);
3713 renderRow.renderData.Draw(param);
3714 }
3715 else
3716 {
3717 param.tile += (lot.altRoof ? 8 : 0);
3718 renderRow.renderData.Draw(param);
3719 }
3720 param.shadowFix = 0f;
3721 }
3722 if (num13 >= 0)
3723 {
3724 param.y += roofRampFix.y;
3725 param.z += roofRampFix.z;
3726 RenderRow renderRow = EMono.sources.blocks.rows[num9];
3727 renderRow.SetRenderParam(param, MATERIAL.sourceGold, (!reverse) ? ((num14 != 0) ? 2 : 0) : ((num14 != 0) ? 1 : 3));
3728 param.matColor = lot.colBlock;
3729 renderRow.renderData.Draw(param);
3730 }
3731 }
3732 CellEffect effect = cell.effect;
3733 if (effect != null && effect.FireAmount > 0)
3734 {
3736 }
3737 if (num13 < 1)
3738 {
3739 continue;
3740 }
3741 if (roofStyle.type != RoofStyle.Type.Flat)
3742 {
3743 param.snow = false;
3744 }
3745 for (int i = 0; i < num13; i++)
3746 {
3747 param.x = (float)(cx + cz) * screen.tileAlign.x + roofFix.x + (float)i * roofFix2.x + vector.x * (float)(reverse ? 1 : (-1));
3748 param.y = num18 + (float)i * roofFix2.y;
3749 param.z = num19 + param.y * screen.tileWeight.z + (float)i * roofFix2.z;
3750 RenderRow renderRow = row;
3751 renderRow.SetRenderParam(param, MATERIAL.sourceGold, 0);
3752 param.matColor = lot.colBlock;
3753 renderRow.renderData.Draw(param);
3754 index++;
3755 CellEffect effect2 = cell.effect;
3756 if (effect2 != null && effect2.FireAmount > 0 && Rand.bytes[index % Rand.MaxBytes] % 3 == 0)
3757 {
3759 }
3760 }
3761 }
3762 num12++;
3763 if (roofStyle.type != RoofStyle.Type.Flat)
3764 {
3765 if (num12 == num10)
3766 {
3767 num14 = 1;
3768 }
3769 if (num12 == num11)
3770 {
3771 num14 = 2;
3772 num13++;
3773 }
3774 num13 += num14 switch
3775 {
3776 1 => 0,
3777 0 => 1,
3778 _ => -1,
3779 };
3780 }
3781 }
3782 }
3783
3784 public static int GetColorInt(ref Color matColor, int p)
3785 {
3786 if (p == 0)
3787 {
3788 return 104025;
3789 }
3790 return p * 262144 + (int)(matColor.r * 50f) * 4096 + (int)(matColor.g * 50f) * 64 + (int)(matColor.b * 50f);
3791 }
3792
3793 public void SetRoofHeight(MeshPassParam _param, Cell _cell, int _cx, int _cz, int h = 0, int altitude = 0, int dirWall = -1, bool ignoreAltitudeY = false)
3794 {
3795 Room room = _cell.room;
3796 if (room == null && dirWall != -1)
3797 {
3798 if (dirWall == 0 && _cell.Front.room != null)
3799 {
3800 room = _cell.Front.room;
3801 _cell = _cell.Front;
3802 }
3803 else if (_cell.Right.room != null)
3804 {
3805 room = _cell.Right.room;
3806 _cell = _cell.Right;
3807 }
3808 }
3809 if (room != null)
3810 {
3811 Lot lot = room.lot;
3812 RoofStyle roofStyle = roofStyles[lot.idRoofStyle];
3813 float num = (float)(_cz - _cx) * screen.tileAlign.y + (float)lot.mh * _heightMod.y + lot.realHeight + roofFix.y;
3814 float num2 = 1000f + param.x * screen.tileWeight.x + (float)lot.mh * _heightMod.z + lot.realHeight * roofFix3.z + roofFix.z + roofStyle.posFix.z;
3815 if (lot.height == 1)
3816 {
3817 num += roofStyle.lowRoofFix.y;
3818 num2 += roofStyle.lowRoofFix.z;
3819 }
3820 _param.x = (float)(_cx + _cz) * screen.tileAlign.x + roofFix.x + (float)h * roofFix2.x;
3821 _param.y = num + (float)h * roofFix2.y;
3822 _param.z = num2 + _param.y * screen.tileWeight.z + (float)h * roofFix2.z + heightModRoofBlock.y;
3823 }
3824 if (!ignoreAltitudeY || room != null)
3825 {
3826 _param.y += (float)altitude * _heightMod.y;
3827 }
3828 _param.z += (float)altitude * heightModRoofBlock.z;
3829 }
3830}
AreaHighlightMode
BlockRenderMode
if(!match.Success)
PlaceState
Definition: PlaceState.cs:2
TraitTrolley trolley
Definition: AI_Trolley.cs:24
SceneProfile profile
Definition: AM_Cinema.cs:5
static AM_Inspect Inspect
Definition: ActionMode.cs:23
virtual bool IsRoofEditMode(Card c=null)
Definition: ActionMode.cs:311
static bool IsAdv
Definition: ActionMode.cs:117
static AM_ViewMap ViewMap
Definition: ActionMode.cs:63
virtual BaseTileMap.CardIconMode cardIconMode
Definition: ActionMode.cs:229
virtual bool ShowMaskedThings
Definition: ActionMode.cs:221
bool IsActive
Definition: ActionMode.cs:121
static AM_FlagCell FlagCell
Definition: ActionMode.cs:77
virtual bool IsBuildMode
Definition: ActionMode.cs:181
static AM_Cinema Cinema
Definition: ActionMode.cs:73
static AM_Bird Bird
Definition: ActionMode.cs:31
static AM_Mine Mine
Definition: ActionMode.cs:33
bool showWallItem
Definition: AreaData.cs:54
bool atrium
Definition: AreaData.cs:66
int maxHeight
Definition: AreaData.cs:30
virtual byte GetTile(int index)
Definition: Area.cs:75
AreaData data
Definition: BaseArea.cs:29
List< Action > actionsLateUpdate
Definition: BaseCore.cs:29
ScreenGuide guide
Vector3 tileWeight
BaseTileSelector tileSelector
virtual void RefreshWeather()
MeshPass passArea
Definition: BaseTileMap.cs:141
SourceDeco.Row sourceDeco
Definition: BaseTileMap.cs:496
SourceMaterial.Row matDeco
Definition: BaseTileMap.cs:384
Vector3 roofFix2
Definition: BaseTileMap.cs:75
MeshPass passFog
Definition: BaseTileMap.cs:169
Vector3 cornerWallFix
Definition: BaseTileMap.cs:96
const int BlocklightToken
Definition: BaseTileMap.cs:518
float maxHeight
Definition: BaseTileMap.cs:404
MeshPass passFloor
Definition: BaseTileMap.cs:145
virtual void Draw()
Definition: BaseTileMap.cs:547
int GetRoofLight(Lot lot)
float[] floatYs
Definition: BaseTileMap.cs:308
MeshPass passIcon
Definition: BaseTileMap.cs:185
int floorMatColor
Definition: BaseTileMap.cs:446
RenderData rendererInnerBlock
Definition: BaseTileMap.cs:203
Vector3[] wallHangFix
Definition: BaseTileMap.cs:116
float heightModDeco
Definition: BaseTileMap.cs:52
SourceFloor.Row sourceBridge
Definition: BaseTileMap.cs:494
Collider2D mouseCollider
Definition: BaseTileMap.cs:41
MeshPass passFloorEx
Definition: BaseTileMap.cs:163
float blockLight
Definition: BaseTileMap.cs:386
MeshPass passObj
Definition: BaseTileMap.cs:153
bool showAllCards
Definition: BaseTileMap.cs:462
Vector3 roofFix3
Definition: BaseTileMap.cs:77
bool highlightArea
Definition: BaseTileMap.cs:275
int maxColliderCheck
Definition: BaseTileMap.cs:45
float slopeFixZ
Definition: BaseTileMap.cs:50
InnerMode defaultInnerMode
Definition: BaseTileMap.cs:90
Point HitPoint
Definition: BaseTileMap.cs:522
Vector3 cornerWallFix2
Definition: BaseTileMap.cs:98
ScreenHighlight screenHighlight
Definition: BaseTileMap.cs:338
SourceMaterial.Row matBridge
Definition: BaseTileMap.cs:382
MeshPass passFloorMarker
Definition: BaseTileMap.cs:181
byte[] groundLights
Definition: BaseTileMap.cs:266
RenderData rendererFogRoomSolid
Definition: BaseTileMap.cs:217
float snowLight
Definition: BaseTileMap.cs:406
const int BlocklightMTP
Definition: BaseTileMap.cs:520
InnerMode innerMode
Definition: BaseTileMap.cs:233
int[] floatVs
Definition: BaseTileMap.cs:302
MeshPass passChara
Definition: BaseTileMap.cs:187
float modSublight2
Definition: BaseTileMap.cs:418
MeshPass passRamp
Definition: BaseTileMap.cs:143
RenderData rendererWaterBlock
Definition: BaseTileMap.cs:225
Vector3 waterEdgeFixShoreSand
Definition: BaseTileMap.cs:110
int GetApproximateBlocklight(Cell cell)
MeshPass passGuideBlock
Definition: BaseTileMap.cs:137
float waterAnimeTimer
Definition: BaseTileMap.cs:408
MeshPass passShadow
Definition: BaseTileMap.cs:133
bool showBorder
Definition: BaseTileMap.cs:476
bool isSnowCovered
Definition: BaseTileMap.cs:468
float floatY
Definition: BaseTileMap.cs:329
int lowWallObjAltitude
Definition: BaseTileMap.cs:376
RenderData renderBorder
Definition: BaseTileMap.cs:211
bool cinemaMode
Definition: BaseTileMap.cs:472
bool alwaysLowblock
Definition: BaseTileMap.cs:474
Vector3 waterEdgeFixShore
Definition: BaseTileMap.cs:108
bool hideRoomFog
Definition: BaseTileMap.cs:281
static int GetColorInt(ref Color matColor, int p)
float _lightMod
Definition: BaseTileMap.cs:311
Vector3 roofRampFix
Definition: BaseTileMap.cs:71
float[] lightLookUp
Definition: BaseTileMap.cs:305
TileType tileType
Definition: BaseTileMap.cs:508
float lightLimit
Definition: BaseTileMap.cs:414
int snowColorToken
Definition: BaseTileMap.cs:372
float modSublight1
Definition: BaseTileMap.cs:416
bool showFullWall
Definition: BaseTileMap.cs:287
SceneLightProfile lightSetting
Definition: BaseTileMap.cs:510
bool isUnderwater
Definition: BaseTileMap.cs:478
const int DefColor
Definition: BaseTileMap.cs:516
void OnActivate(BaseGameScreen _screen)
Definition: BaseTileMap.cs:524
bool fogBounds
Definition: BaseTileMap.cs:464
RenderParam param
Definition: BaseTileMap.cs:436
Vector3 ugFix
Definition: BaseTileMap.cs:58
float floorLight
Definition: BaseTileMap.cs:388
MeshPass passWaterBlock
Definition: BaseTileMap.cs:183
float lotLight2
Definition: BaseTileMap.cs:83
bool noRoofMode
Definition: BaseTileMap.cs:296
MeshPass passAutoTileWater
Definition: BaseTileMap.cs:177
new BaseGameScreen screen
Definition: BaseTileMap.cs:354
RenderData rendererFov
Definition: BaseTileMap.cs:205
WallClipMode wallClipMode
Definition: BaseTileMap.cs:88
Vector3 edgeBlockFix
Definition: BaseTileMap.cs:92
MeshPass passFov
Definition: BaseTileMap.cs:171
Vector3 heightMod
Definition: BaseTileMap.cs:56
bool usingHouseBoard
Definition: BaseTileMap.cs:293
Vector3 altitudeFix
Definition: BaseTileMap.cs:102
Vector3 thingPos
Definition: BaseTileMap.cs:482
MeshPass passDecal
Definition: BaseTileMap.cs:157
float floorShadowStrength
Definition: BaseTileMap.cs:332
RenderData rendererFov2
Definition: BaseTileMap.cs:207
Vector3[] transitionFix
Definition: BaseTileMap.cs:114
float _baseBrightness
Definition: BaseTileMap.cs:314
Vector3 waterEdgeFix
Definition: BaseTileMap.cs:104
virtual void DrawTile()
Definition: BaseTileMap.cs:925
void RefreshHeight()
Definition: BaseTileMap.cs:913
Room currentRoom
Definition: BaseTileMap.cs:498
bool noSlopMode
Definition: BaseTileMap.cs:512
MeshPass passFloorWater
Definition: BaseTileMap.cs:165
float rightWallShade
Definition: BaseTileMap.cs:69
RenderData rendererFloorMarker
Definition: BaseTileMap.cs:201
float lotLight
Definition: BaseTileMap.cs:81
Vector3 _actorPos
Definition: BaseTileMap.cs:440
bool darkenOuter
Definition: BaseTileMap.cs:480
GameSetting.RenderSetting renderSetting
Definition: BaseTileMap.cs:362
MeshPass passAutoTile
Definition: BaseTileMap.cs:175
Vector3 _heightMod
Definition: BaseTileMap.cs:335
float _shadowStrength
Definition: BaseTileMap.cs:422
float floatTimer
Definition: BaseTileMap.cs:410
float pcMaxLight
Definition: BaseTileMap.cs:394
float lowblockTimer
Definition: BaseTileMap.cs:317
RenderData rendererShore
Definition: BaseTileMap.cs:209
Vector3 bridgeFix
Definition: BaseTileMap.cs:94
Vector3 orgPos
Definition: BaseTileMap.cs:484
void DrawRoof(Lot lot)
float _rightWallShade
Definition: BaseTileMap.cs:323
float snowLimit
Definition: BaseTileMap.cs:428
float fogBrightness
Definition: BaseTileMap.cs:424
float floatSpeed
Definition: BaseTileMap.cs:122
Vector3 ugFixBridgeBottom
Definition: BaseTileMap.cs:62
SourceMaterial.Row matBlock
Definition: BaseTileMap.cs:378
RenderDataEffect rendererEffect
Definition: BaseTileMap.cs:229
bool hasBridge
Definition: BaseTileMap.cs:348
float nightRatio
Definition: BaseTileMap.cs:434
SourceBlock.Row _sourceBlock
Definition: BaseTileMap.cs:506
float heightBlockSize
Definition: BaseTileMap.cs:48
float destBrightness
Definition: BaseTileMap.cs:412
bool buildMode
Definition: BaseTileMap.cs:346
RenderData renderFootmark
Definition: BaseTileMap.cs:197
Vector3[] waterEdgeBlockFix
Definition: BaseTileMap.cs:118
Vector3 roofFix
Definition: BaseTileMap.cs:73
Vector3 freePos
Definition: BaseTileMap.cs:442
float defaultBlockHeight
Definition: BaseTileMap.cs:426
bool subtleHighlightArea
Definition: BaseTileMap.cs:278
MeshPass passGuideFloor
Definition: BaseTileMap.cs:139
MeshBatch batch
Definition: BaseTileMap.cs:438
MeshPass passEdge
Definition: BaseTileMap.cs:173
Vector3 ugFixBridgeTop
Definition: BaseTileMap.cs:64
RenderData rendererBlockMarker
Definition: BaseTileMap.cs:199
Point TestPoint
Definition: BaseTileMap.cs:231
MeshPass passCharaL
Definition: BaseTileMap.cs:189
MeshPass passLiquid
Definition: BaseTileMap.cs:135
float snowColor2
Definition: BaseTileMap.cs:432
Vector3[] ambientShadowFix
Definition: BaseTileMap.cs:112
float heightLimitDeco
Definition: BaseTileMap.cs:54
float heightLightMod
Definition: BaseTileMap.cs:320
MeshPass passObjSS
Definition: BaseTileMap.cs:151
float shadowModStrength
Definition: BaseTileMap.cs:124
RenderData rendererFogRoomBlockSolid
Definition: BaseTileMap.cs:219
MeshPass passShore
Definition: BaseTileMap.cs:195
float snowColor
Definition: BaseTileMap.cs:430
SourceMaterial.Row matFloor
Definition: BaseTileMap.cs:380
bool highlightCells
Definition: BaseTileMap.cs:470
float roofLightSnow
Definition: BaseTileMap.cs:85
Vector3 ugFixBridge
Definition: BaseTileMap.cs:60
Vector3 cornerWallFix3
Definition: BaseTileMap.cs:100
RenderData rendererWallDeco
Definition: BaseTileMap.cs:223
MeshPass passRoof
Definition: BaseTileMap.cs:159
CellDetail detail
Definition: BaseTileMap.cs:488
RaycastHit2D[] rays
Definition: BaseTileMap.cs:340
MeshPass passCharaLL
Definition: BaseTileMap.cs:193
SourceBlock.Row sourceBlock
Definition: BaseTileMap.cs:490
int[] seaAnimeIndexes
Definition: BaseTileMap.cs:128
MeshPass passCharaLW
Definition: BaseTileMap.cs:191
Vector3 waterEdgeBridgeFix
Definition: BaseTileMap.cs:106
float roofLightMod
Definition: BaseTileMap.cs:79
RenderData rendererFogRoomWallSolid
Definition: BaseTileMap.cs:221
RoofStyle[] roofStyles
Definition: BaseTileMap.cs:514
MeshPass passObjL
Definition: BaseTileMap.cs:155
RenderData rendererFogFloorSolid
Definition: BaseTileMap.cs:215
int waterAnimeIndex
Definition: BaseTileMap.cs:374
float roomHeight
Definition: BaseTileMap.cs:402
MeshPass passBlockMarker
Definition: BaseTileMap.cs:179
Vector3 colliderFix
Definition: BaseTileMap.cs:43
void SetRoofHeight(MeshPassParam _param, Cell _cell, int _cx, int _cz, int h=0, int altitude=0, int dirWall=-1, bool ignoreAltitudeY=false)
static bool forceShowHang
Definition: BaseTileMap.cs:36
RenderDataObjDummy rendererObjDummy
Definition: BaseTileMap.cs:227
BaseTileSelector selector
Definition: BaseTileMap.cs:360
MeshPass passObjS
Definition: BaseTileMap.cs:149
Vector3 heightModRoofBlock
Definition: BaseTileMap.cs:66
NoiseLayer layerGroundLights
Definition: BaseTileMap.cs:131
RenderData rendererFogBlockSolid
Definition: BaseTileMap.cs:213
float roofLightLimitMod
Definition: BaseTileMap.cs:326
GameSetting.RenderSetting.ZSetting zSetting
Definition: BaseTileMap.cs:364
MeshPass pass
Definition: BaseTileMap.cs:358
float shadowStrength
Definition: BaseTileMap.cs:420
bool _lowblock
Definition: BaseTileMap.cs:350
MeshPass passInner
Definition: BaseTileMap.cs:167
MeshPass passBlockEx
Definition: BaseTileMap.cs:161
SourceFloor.Row sourceFloor
Definition: BaseTileMap.cs:492
MeshPass passBlock
Definition: BaseTileMap.cs:147
CardIconMode iconMode
Definition: BaseTileMap.cs:342
float floorLight2
Definition: BaseTileMap.cs:390
Vector3 GetThingPosition(Card tg, Point p)
int currentHeight
Definition: BaseTileMap.cs:450
bool pressing
Definition: ButtonState.cs:35
ScreenGrading grading
override void Draw(RenderParam p)
Definition: CardRenderer.cs:49
Vector3 position
Definition: CardRenderer.cs:21
virtual bool IsMoving
Definition: CardRenderer.cs:31
virtual void SetFirst(bool first, Vector3 pos)
Definition: Card.cs:11
bool isMasked
Definition: Card.cs:593
string id
Definition: Card.cs:36
bool isNPCProperty
Definition: Card.cs:557
bool isFloating
Definition: Card.cs:653
bool isRoofItem
Definition: Card.cs:581
bool isRestrained
Definition: Card.cs:569
float fy
Definition: Card.cs:269
float fx
Definition: Card.cs:257
PlaceState placeState
Definition: Card.cs:86
TileType TileType
Definition: Card.cs:2189
virtual SourcePref Pref
Definition: Card.cs:2159
Point pos
Definition: Card.cs:60
int uid
Definition: Card.cs:125
Trait trait
Definition: Card.cs:54
int altitude
Definition: Card.cs:233
bool isDeconstructing
Definition: Card.cs:449
bool IsInstalled
Definition: Card.cs:2451
virtual bool isChara
Definition: Card.cs:2135
TraitShackle GetRestrainer()
Definition: Card.cs:7601
int dir
Definition: Card.cs:149
virtual CardRow sourceCard
Definition: Card.cs:2183
bool noShadow
Definition: Card.cs:821
SourceCategory.Row category
Definition: Card.cs:2101
bool freePos
Definition: Card.cs:521
CardRenderer renderer
Definition: Card.cs:64
virtual bool flipX
Definition: Card.cs:2168
bool ignoreStackHeight
Definition: Card.cs:641
TaskDesignation designation
Definition: CellDetail.cs:19
List< Thing > things
Definition: CellDetail.cs:11
TransAnime anime
Definition: CellDetail.cs:21
List< Chara > charas
Definition: CellDetail.cs:13
Area area
Definition: CellDetail.cs:15
Footmark footmark
Definition: CellDetail.cs:17
int FireAmount
Definition: CellEffect.cs:162
bool IsFire
Definition: CellEffect.cs:147
bool IsLiquid
Definition: CellEffect.cs:150
SourceCellEffect.Row source
Definition: CellEffect.cs:145
Definition: Cell.cs:7
byte _block
Definition: Cell.cs:32
byte autotileDeco
Definition: Cell.cs:70
Room room
Definition: Cell.cs:110
byte TopHeight
Definition: Cell.cs:125
bool IsBlocked
Definition: Cell.cs:903
bool HasWallOrFence
Definition: Cell.cs:839
static List< SourceBlock.Row > blockList
Definition: Cell.cs:14
SourceBlock.Row sourceBlock
Definition: Cell.cs:1062
Cell BackRight
Definition: Cell.cs:209
bool lotShade
Definition: Cell.cs:542
bool IsSnowTile
Definition: Cell.cs:790
bool castFloorShadow
Definition: Cell.cs:530
SourceMaterial.Row matBlock
Definition: Cell.cs:1038
byte autotile
Definition: Cell.cs:68
bool HasBlock
Definition: Cell.cs:651
byte shadow
Definition: Cell.cs:78
SourceFloor.Row sourceFloor
Definition: Cell.cs:1064
CellEffect effect
Definition: Cell.cs:102
byte _bridge
Definition: Cell.cs:48
bool isDeck
Definition: Cell.cs:518
SourceMaterial.Row matDeco
Definition: Cell.cs:1042
Cell Back
Definition: Cell.cs:161
bool lotWall
Definition: Cell.cs:494
bool IsBridgeWater
Definition: Cell.cs:778
byte decal
Definition: Cell.cs:46
Critter critter
Definition: Cell.cs:104
bool isClearSnow
Definition: Cell.cs:458
bool isFloating
Definition: Cell.cs:482
Cell Front
Definition: Cell.cs:137
SourceMaterial.Row matObj
Definition: Cell.cs:1046
byte _deco
Definition: Cell.cs:58
List< Thing > Things
Definition: Cell.cs:994
SourceMaterial.Row matBridge
Definition: Cell.cs:1044
bool IsFloorWater
Definition: Cell.cs:735
bool pcSync
Definition: Cell.cs:112
bool UseLowBlock
Definition: Cell.cs:869
byte shore
Definition: Cell.cs:76
bool skipRender
Definition: Cell.cs:278
ushort lightG
Definition: Cell.cs:96
byte _roofBlock
Definition: Cell.cs:52
bool IsTopWater
Definition: Cell.cs:708
byte height
Definition: Cell.cs:80
byte autotileObj
Definition: Cell.cs:74
GrowSystem growth
Definition: Cell.cs:233
ushort lightB
Definition: Cell.cs:98
bool isWatered
Definition: Cell.cs:350
SourceFloor.Row sourceBridge
Definition: Cell.cs:1066
bool isClearArea
Definition: Cell.cs:614
CellDetail detail
Definition: Cell.cs:100
bool isShadowed
Definition: Cell.cs:254
byte _roofBlockDir
Definition: Cell.cs:56
bool HasFloodBlock
Definition: Cell.cs:1025
byte autotileBridge
Definition: Cell.cs:72
bool isToggleWallPillar
Definition: Cell.cs:566
bool HasRoof
Definition: Cell.cs:656
Cell Left
Definition: Cell.cs:173
bool isSkyFloor
Definition: Cell.cs:602
SourceMaterial.Row matFloor
Definition: Cell.cs:1040
int floorDir
Definition: Cell.cs:930
byte _roofBlockMat
Definition: Cell.cs:54
bool isSeen
Definition: Cell.cs:290
byte obj
Definition: Cell.cs:40
bool isSlopeEdge
Definition: Cell.cs:362
bool isShoreSand
Definition: Cell.cs:554
SourceObj.Row sourceObj
Definition: Cell.cs:1084
byte highlight
Definition: Cell.cs:92
int objDir
Definition: Cell.cs:918
Cell BackLeft
Definition: Cell.cs:221
bool isForceFloat
Definition: Cell.cs:314
SourceCellEffect.Row sourceEffect
Definition: Cell.cs:1082
bool isSurrounded
Definition: Cell.cs:242
bool isWallEdge
Definition: Cell.cs:434
bool outOfBounds
Definition: Cell.cs:422
Point GetPoint()
Definition: Cell.cs:1113
Cell Right
Definition: Cell.cs:149
Cell FrontLeft
Definition: Cell.cs:197
bool HasRamp
Definition: Cell.cs:845
bool ignoreObjShadow
Definition: Cell.cs:386
byte bridgeHeight
Definition: Cell.cs:82
bool fullWall
Definition: Cell.cs:470
int liquidLv
Definition: Cell.cs:954
bool isBridgeEdge
Definition: Cell.cs:374
bool hasDoor
Definition: Cell.cs:266
int blockDir
Definition: Cell.cs:906
static List< SourceMaterial.Row > matList
Definition: Cell.cs:12
bool IsRoomEdge
Definition: Cell.cs:876
bool HasFullBlock
Definition: Cell.cs:825
SourceDeco.Row sourceDeco
Definition: Cell.cs:1080
Cell FrontRight
Definition: Cell.cs:185
ushort lightR
Definition: Cell.cs:94
byte bridgePillar
Definition: Cell.cs:90
Definition: Chara.cs:10
override SourcePref Pref
Definition: Chara.cs:805
override bool IsAliveInCurrentZone
Definition: Chara.cs:567
AIAct ai
Definition: Chara.cs:206
override bool IsPC
Definition: Chara.cs:630
Chara host
Definition: Chara.cs:33
bool IsAstralBody
Definition: Chara.cs:506
override bool IsDeadOrSleeping
Definition: Chara.cs:579
SourceChara.Row source
Definition: Chara.cs:162
override bool IsMoving
Definition: Chara.cs:626
override CardRow sourceCard
Definition: Chara.cs:454
bool IsInActiveZone
Definition: Chara.cs:885
override void SetRenderParam(RenderParam p)
Definition: Chara.cs:7075
ConBaseTransmuteMimic mimicry
Definition: Chara.cs:106
override bool IsPCC
Definition: Chara.cs:700
bool hasTelepathy
Definition: Chara.cs:142
BlockColors blockColors
new GameConfig game
Definition: CoreConfig.cs:617
bool godBuild
Definition: CoreDebug.cs:319
Definition: Core.cs:14
static float delta
Definition: Core.cs:17
CoreConfig config
Definition: Core.cs:70
bool reverse
Definition: Critter.cs:23
void Update()
Definition: Critter.cs:102
virtual int SnowTile
Definition: Critter.cs:33
int tile
Definition: Critter.cs:7
bool IsNight
Definition: Date.cs:112
Definition: EInput.cs:8
static bool isAltDown
Definition: EInput.cs:276
static bool isShiftDown
Definition: EInput.cs:272
static ButtonState rightMouse
Definition: EInput.cs:362
static Vector3 mposWorld
Definition: EInput.cs:350
Definition: EMono.cs:4
static GameSetting setting
Definition: EMono.cs:31
static ColorProfile Colors
Definition: EMono.cs:35
static Core core
Definition: EMono.cs:5
static Chara pc
Definition: EMono.cs:13
static World world
Definition: EMono.cs:37
static Player player
Definition: EMono.cs:11
static Zone _zone
Definition: EMono.cs:19
static Game game
Definition: EMono.cs:7
static Scene scene
Definition: EMono.cs:27
static SoundManager Sound
Definition: EMono.cs:39
static Map _map
Definition: EMono.cs:17
static CoreDebug debug
Definition: EMono.cs:45
static SourceManager sources
Definition: EMono.cs:41
Definition: FLOOR.cs:2
static SourceFloor.Row sourceSnow
Definition: FLOOR.cs:31
static SourceFloor.Row sourceSnow2
Definition: FLOOR.cs:33
static SourceFloor.Row sourceIce
Definition: FLOOR.cs:35
int tile
Definition: Footmark.cs:7
EffectSetting effect
Definition: GameSetting.cs:301
RenderSetting render
Definition: GameSetting.cs:303
int slopeMod
Definition: Game.cs:61
bool buildLight
Definition: Game.cs:37
int animeSpeed
Definition: Game.cs:85
bool showRoof
Definition: Game.cs:13
bool showWall
Definition: Game.cs:16
int lowWallObjAltitude
Definition: Game.cs:88
bool reverseSnow
Definition: Game.cs:49
bool slope
Definition: Game.cs:25
Config config
Definition: Game.cs:219
virtual void OnRenderTileMap(RenderParam p, bool drawShadow=true)
Definition: GrowSystem.cs:207
static Card alwaysVisible
Definition: LayerDrama.cs:22
Definition: Lot.cs:5
int colDeco2
Definition: Lot.cs:36
bool altRoof
Definition: Lot.cs:46
int colBlock
Definition: Lot.cs:32
int decoFix
Definition: Lot.cs:38
int idRamp
Definition: Lot.cs:24
int decoFix2
Definition: Lot.cs:40
int colRoof
Definition: Lot.cs:30
int mh
Definition: Lot.cs:58
int colDeco
Definition: Lot.cs:34
int idRoofStyle
Definition: Lot.cs:14
int heightFix
Definition: Lot.cs:18
float realHeight
Definition: Lot.cs:64
float light
Definition: Lot.cs:66
int idBlock
Definition: Lot.cs:22
int height
Definition: Lot.cs:12
int idDeco2
Definition: Lot.cs:28
int idDeco
Definition: Lot.cs:26
int idRoofTile
Definition: Lot.cs:20
bool reverse
Definition: Lot.cs:42
int idBGM
Definition: Lot.cs:16
static SourceMaterial.Row sourceSnow
Definition: MATERIAL.cs:41
static SourceMaterial.Row sourceGold
Definition: MATERIAL.cs:45
int Size
Definition: MapBounds.cs:20
int maxZ
Definition: MapBounds.cs:17
int maxX
Definition: MapBounds.cs:14
int x
Definition: MapBounds.cs:8
float heightLightMod
Definition: MapConfig.cs:56
bool fullWallHeight
Definition: MapConfig.cs:32
int skyBlockHeight
Definition: MapConfig.cs:92
float blockHeight
Definition: MapConfig.cs:71
bool reverseRoof
Definition: MapConfig.cs:47
Definition: Map.cs:13
bool IsIndoor
Definition: Map.cs:131
int SizeXZ
Definition: Map.cs:133
RoomManager rooms
Definition: Map.cs:31
Cell[,] cells
Definition: Map.cs:85
MapConfig config
Definition: Map.cs:37
static HashSet< int > sunMap
Definition: Map.cs:14
MapBounds bounds
Definition: Map.cs:52
float[] matColors
Definition: MeshBatch.cs:11
Matrix4x4[] matrices
Definition: MeshBatch.cs:5
float[] tiles
Definition: MeshBatch.cs:7
float[] colors
Definition: MeshBatch.cs:9
int batchIdx
Definition: MeshPass.cs:60
void Add(Point point, float tile=0f, float color=0f)
Definition: MeshPass.cs:122
void NextBatch()
Definition: MeshPass.cs:417
int batchSize
Definition: MeshPass.cs:63
void AddShadow(MeshPassParam p, ref Vector3 fix)
Definition: MeshPass.cs:195
List< MeshBatch > batches
Definition: MeshPass.cs:66
int idx
Definition: MeshPass.cs:57
bool CanSee(Chara c)
Definition: Player.cs:2542
CinemaConfig cinemaConfig
Definition: Player.cs:1179
float lightPower
Definition: Player.cs:1267
int lightRadius
Definition: Player.cs:1259
Definition: Point.cs:9
static Point shared
Definition: Point.cs:20
ref Vector3 Position(int height)
Definition: Point.cs:553
Point Set(int _x, int _z)
Definition: Point.cs:503
int x
Definition: Point.cs:36
int z
Definition: Point.cs:39
bool IsValid
Definition: Point.cs:88
Point Clamp(bool useBounds=false)
Definition: Point.cs:1014
Cell cell
Definition: Point.cs:51
Definition: Rand.cs:4
static int MaxBytes
Definition: Rand.cs:5
static byte[] bytes
Definition: Rand.cs:11
static void InitBytes(int a)
Definition: Rand.cs:13
new void Draw(RenderParam p, int tile=0)
void Draw(RenderParam p, int tile)
Definition: RenderData.cs:129
Vector3 offsetShadow
Definition: RenderData.cs:23
void DrawRepeat(RenderParam p, int count, float size, bool skipFirst=false)
Definition: RenderData.cs:215
float stackZ
Definition: RenderData.cs:45
int ConvertTile(int tile)
Definition: RenderData.cs:111
SourcePref shadowPref
Definition: RenderData.cs:49
int idShadow
Definition: RenderData.cs:15
float hangedFixZ
Definition: RenderData.cs:43
RenderData data
Definition: RenderObject.cs:34
SourceMaterial.Row mat
Definition: RenderParam.cs:17
int liquidLv
Definition: RenderParam.cs:7
void SetRenderParam(RenderParam p, SourceMaterial.Row mat, int dir)
Definition: RenderRow.cs:391
bool multisize
Definition: RenderRow.cs:64
RenderData renderData
Definition: RenderRow.cs:71
SourcePref pref
Definition: RenderRow.cs:68
bool useAltColor
Definition: RenderRow.cs:80
TileType tileType
Definition: RenderRow.cs:77
int[] _tiles
Definition: RenderRow.cs:12
SourceMaterial.Row DefaultMaterial
Definition: RenderRow.cs:86
int colorMod
Definition: RenderRow.cs:16
int snowTile
Definition: RenderRow.cs:28
Vector3 lowRoofFix
Definition: RoofStyle.cs:39
Vector3 posFix
Definition: RoofStyle.cs:35
int flatW
Definition: RoofStyle.cs:23
float snowZ
Definition: RoofStyle.cs:43
bool coverLot
Definition: RoofStyle.cs:33
Vector3 posFixBlock
Definition: RoofStyle.cs:37
bool wing
Definition: RoofStyle.cs:29
Vector3 snowFix
Definition: RoofStyle.cs:41
Type type
Definition: RoofStyle.cs:17
List< Lot > listLot
Definition: RoomManager.cs:20
void Refresh()
Definition: RoomManager.cs:52
Definition: Room.cs:4
bool HasRoof
Definition: Room.cs:29
Lot lot
Definition: Room.cs:21
AnimationCurve baseBrightnessCurve
AnimationCurve shadowCurveFloor
AnimationCurve dynamicBrightnessCurve2
float dynamicBrightnessLightBonus
AnimationCurve lightLimit
AnimationCurve fogBrightness
AnimationCurve dynamicBrightnessCurve
AnimationCurve shadowCurve
AnimationCurve nightRatioCurve
AnimationCurve lightModCurve
SceneGlobalProfile global
Definition: SceneProfile.cs:6
SceneLightProfile light
Definition: SceneProfile.cs:10
Definition: Scene.cs:8
List< ISyncScreen > syncList
Definition: Scene.cs:137
static Point HitPoint
Definition: Scene.cs:21
float timeRatio
Definition: Scene.cs:130
CameraSupport camSupport
Definition: Scene.cs:41
GameSetting.RenderSetting.MapBGSetting bg
Definition: Scene.cs:124
SoundSource sfxFire
Definition: Scene.cs:89
ActionMode actionMode
Definition: Scene.cs:79
SceneProfile profile
Definition: Scene.cs:75
void DrawWall(Point point, int color, bool useMarkerPass=false, float offsetZ=0f)
Definition: ScreenGuide.cs:42
MeshPass passGuideFloor
Definition: ScreenGuide.cs:7
List< Item > items
Definition: ShadowData.cs:101
static ShadowData Instance
Definition: ShadowData.cs:99
SourceObj objs
SourceBlock blocks
SourceFloor floors
bool HasGrowth
Definition: SourceObj.cs:28
bool bypassShadow
Definition: SourcePref.cs:315
int liquidModMax
Definition: SourcePref.cs:75
bool FloatUnderwater
Definition: SourcePref.cs:332
float height
Definition: SourcePref.cs:51
int liquidMod
Definition: SourcePref.cs:63
bool Float
Definition: SourcePref.cs:328
int shadow
Definition: SourcePref.cs:39
bool IsPlayerFaction
Definition: Spatial.cs:455
virtual bool IsRegion
Definition: Spatial.cs:515
virtual bool IsSnowCovered
Definition: Spatial.cs:545
virtual void Draw(int x, int z, RenderParam p)
Definition: Thing.cs:8
override void SetRenderParam(RenderParam p)
Definition: Thing.cs:1536
override SourcePref Pref
Definition: Thing.cs:50
override CardRow sourceCard
Definition: Thing.cs:47
int id
Definition: TileRow.cs:8
virtual bool IsUseBlockDir
Definition: TileType.cs:139
virtual bool UseHangZFix
Definition: TileType.cs:229
static TileTypeSky Sky
Definition: TileType.cs:75
virtual bool CanStack
Definition: TileType.cs:131
virtual void GetMountHeight(ref Vector3 v, Point p, int d, Card target=null)
Definition: TileType.cs:391
static TileTypeIllumination Illumination
Definition: TileType.cs:93
static TileTypeWaterShallow FloorWaterShallow
Definition: TileType.cs:65
static TileTypeObjFloat ObjFloat
Definition: TileType.cs:85
bool IsRamp
Definition: TileType.cs:153
virtual bool AlwaysShow
Definition: TileType.cs:261
virtual bool AlwaysShowShadow
Definition: TileType.cs:259
virtual bool UseLowBlock
Definition: TileType.cs:231
virtual bool IsFullBlock
Definition: TileType.cs:175
virtual bool IsWall
Definition: TileType.cs:143
virtual bool ForceRpeatBlock
Definition: TileType.cs:265
virtual bool IsSkipLowBlock
Definition: TileType.cs:135
virtual bool UseMountHeight
Definition: TileType.cs:227
virtual bool IsFence
Definition: TileType.cs:177
virtual BlockRenderMode blockRenderMode
Definition: TileType.cs:285
Vector3 GetRampFix(int dir, SourcePref pref=null)
Definition: TileType.cs:396
virtual bool IsWaterTop
Definition: TileType.cs:185
virtual bool RepeatBlock
Definition: TileType.cs:263
virtual bool IsOpen()
Definition: TraitDoor.cs:99
virtual Vector3 GetRestrainPos
Definition: TraitShackle.cs:5
virtual bool IgnoreLastStackHeight
Definition: Trait.cs:121
virtual bool AlwaysHideOnLowWall
Definition: Trait.cs:365
virtual bool UseLowblock
Definition: Trait.cs:453
virtual TileType tileType
Definition: Trait.cs:50
virtual bool IsChangeFloorHeight
Definition: Trait.cs:74
virtual bool IsGround
Definition: Trait.cs:68
Card owner
Definition: Trait.cs:28
Vector3 v
Definition: TransAnime.cs:5
bool animeBlock
Definition: TransAnime.cs:21
bool drawBlock
Definition: TransAnime.cs:25
GameDate date
Definition: World.cs:6
Definition: Zone.cs:12
virtual bool IsSkyLevel
Definition: Zone.cs:271
void RefreshBGM()
Definition: Zone.cs:3212
virtual bool UseFog
Definition: Zone.cs:395
virtual bool AlwaysLowblock
Definition: Zone.cs:399
virtual bool IsUnderwater
Definition: Zone.cs:273
Map map
Definition: Zone.cs:63