18581 {
18582
18583
18584
18585
18586
18587
18588
18589
18590
18591
18592
18593
18594
18595
18596
18597
18598
18599
18600
18601
18602
18603
18604
18605
18606
18607
18608
18609
18610
18611
18612
18613
18614
18615
18616
18617
18618
18619
18620
18621
18622
18623
18624
18625
18626
18627
18628
18629
18630
18631
18634 {
18636 }
18638 {
18641 }
18643 {
18646 obj.velocity *= 0.025f;
18650 obj2.velocity *= 0.2f;
18652 }
18654 {
18655 Vector2
vector =
default(Vector2);
18656 for (int i = 0; i < 4; i++)
18657 {
18659 Main.dust[
num3].noGravity =
true;
18660 Main.dust[
num3].velocity.X = Main.dust[
num3].velocity.X * 0.2f;
18661 Main.dust[
num3].velocity.Y = Main.dust[
num3].velocity.Y * 0.2f;
18663 Main.dust[
num3].scale += (float)Main.rand.Next(-5, 3) * 0.1f;
18664 ((Vector2)(
ref vector)).
_002Ector((
float)Main.rand.Next(-100, 101), (float)Main.rand.Next(-100, 101));
18666 vector *= (float)Main.rand.Next(81) * 0.1f;
18667 }
18668 }
18670 {
18672 dust.velocity *= 0.2f;
18675 }
18677 {
18678 for (
int j = 0;
j < 2;
j++)
18679 {
18680 int num4 = ((
j != 0) ? Dust.NewDust(
new Vector2(
position.X + (
float)(
width / 2),
position.Y + (
float)
height +
gfxOffY),
width / 2, 6, 76, 0
f, 0
f, 0,
default(Color), 1.35f) : Dust.NewDust(
new Vector2(
position.X,
position.Y + (float)
height +
gfxOffY),
width / 2, 6, 76, 0
f, 0
f, 0,
default(Color), 1.35
f));
18681 Main.dust[
num4].scale *= 1
f + (float)Main.rand.Next(20, 40) * 0.01f;
18682 Main.dust[
num4].noGravity =
true;
18683 Main.dust[
num4].noLight =
true;
18685 obj3.velocity *= 0.001f;
18686 Main.dust[
num4].velocity.Y -= 0.003f;
18688 }
18689 }
18691 {
18692 int type = Main.rand.NextFromList(new short[6] { 61, 61, 61, 242, 64, 63 });
18693 int alpha = 0;
18694 for (
int k = 1;
k < 3;
k++)
18695 {
18696 float scale = 1.5f;
18698 {
18700 }
18703 obj4.velocity *= 1.5f;
18705 {
18707 obj5.position += Main.dust[
num5].velocity;
18708 }
18709 Main.dust[
num5].noGravity =
true;
18710 Main.dust[
num5].noLightEmittence =
true;
18712 }
18713 }
18715 {
18717 Main.dust[
num6].velocity.X = Main.dust[
num6].velocity.X * 0.2f;
18718 Main.dust[
num6].velocity.Y = -1.5f - Main.rand.NextFloat() * 0.5f;
18719 Main.dust[
num6].fadeIn = 0.5f;
18720 Main.dust[
num6].noGravity =
true;
18722 }
18723 else
18724 {
18726 Main.dust[
num7].velocity.X = Main.dust[
num7].velocity.X * 0.2f;
18727 Main.dust[
num7].velocity.Y = Main.dust[
num7].velocity.Y * 0.2f;
18729 }
18730 }
static SlotId PlaySound(in SoundStyle? style, Vector2? position=null, SoundUpdateCallback? updateCallback=null)
Attempts to play a sound style with the provided sound style (if it's not null), and returns a valid ...
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
Vector2 position
The position of this Entity in world coordinates.
int width
The width of this Entity's hitbox, in pixels.
int height
The height of this Entity's hitbox, in pixels.
static ArmorShaderDataSet Armor
float gfxOffY
An offset from the actual position of the player that will be added to the draw position....
SoundPlaySet hermesStepSound