17303 {
17304
17305
17306
17307
17308
17309
17310
17311
17312
17313
17314
17315
17316
17317
17318
17319
17320
17321
17322
17323
17324
17325
17326
17327
17328
17329
17330
17331
17332
17333
17334
17335
17336
17337
17338
17339
17342 {
17344 }
17346 {
17348 {
17350 }
17353 }
17355 {
17357 {
17359 }
17362 }
17364 {
17366 {
17368 }
17371 }
17373 {
17375 {
17377 }
17380 }
17382 {
17384 {
17386 }
17389 }
17391 {
17393 {
17395 }
17398 }
17400 {
17402 {
17404 }
17407 }
17409 {
17411 {
17413 }
17417 }
17419 {
17421 {
17423 }
17426 }
17428 {
17430 {
17432 }
17436 {
17438 }
17439 }
17440 if (
tongued && Main.expertMode)
17441 {
17443 {
17445 }
17448 }
17451 {
17454 {
17456 }
17457 }
17459 {
17461 }
17463 {
17465 }
17468 {
17470 }
17472 {
17474 }
17476 {
17478 }
17480 {
17482 {
17484 }
17487 }
17489 {
17492 }
17494 {
17496 {
17498 }
17500 {
17502 }
17504 {
17506 }
17510 {
17512 }
17514 }
17516 {
17520 }
17522 {
17525 }
17526 if (
whoAmI == Main.myPlayer && Main.SceneMetrics.HasCampfire)
17527 {
17529 }
17530 if (
whoAmI == Main.myPlayer && Main.SceneMetrics.HasHeartLantern)
17531 {
17533 }
17536 {
17538 }
17541 {
17543 }
17545 {
17547 }
17549 {
17551 }
17553 {
17555 }
17557 {
17559 }
17561 {
17563 }
17565 {
17567 }
17569 {
17571 }
17573 {
17577 {
17579 {
17581 }
17583 }
17584 }
17586 {
17589 }
17591 {
17594 }
17596 {
17598 }
17601 {
17603 }
17605 {
17607 }
17608 if (
whoAmI == Main.myPlayer && Main.SceneMetrics.HasCampfire)
17609 {
17611 }
17612 if (Main.expertMode && !
wellFed)
17613 {
17615 }
17617 {
17619 }
17626 {
17628 }
17630 {
17632 if (
flag && ((
float)Main.rand.Next(30000) <
lifeRegenTime || Main.rand.Next(30) == 0))
17633 {
17635 Main.dust[
num13].noGravity =
true;
17637 obj.velocity *= 0.75f;
17638 Main.dust[
num13].fadeIn = 1.3f;
17639 Vector2
vector =
default(Vector2);
17640 ((Vector2)(
ref vector)).
_002Ector((
float)Main.rand.Next(-100, 101), (float)Main.rand.Next(-100, 101));
17642 vector *= (float)Main.rand.Next(50, 100) * 0.04f;
17646 Main.dust[
num13].position = base.Center -
vector;
17647 }
17648 }
17650 {
17653 {
17656 {
17657 for (int i = 0; i < 10; i++)
17658 {
17660 Main.dust[
num14].noGravity =
true;
17662 obj2.velocity *= 0.75f;
17663 int num2 = Main.rand.Next(-40, 41);
17664 int num3 = Main.rand.Next(-40, 41);
17667 Main.dust[
num14].velocity.X = (float)(-
num2) * 0.075f;
17668 Main.dust[
num14].velocity.Y = (float)(-
num3) * 0.075f;
17669 }
17670 }
17671 }
17673 {
17675 }
17676 }
17678 {
17680 {
17685 {
17687 {
17689 }
17691 {
17693 }
17694 else
17695 {
17697 }
17698 }
17699 }
17700 return;
17701 }
17703 {
17706 {
17708 }
17712 {
17717 {
17719 }
17720 }
17721 return;
17722 }
17724 {
17726 {
17730 }
17732 {
17736 }
17738 {
17742 }
17743 else
17744 {
17748 }
17750 {
17752 {
17754 }
17756 {
17758 }
17759 else
17760 {
17762 }
17763 }
17764 }
17765 }
static PlayerDeathReason ByOther(int type, int playerIndex=-1)
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
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 void NaturalLifeRegen(Player player, ref float regen)
static void UpdateBadLifeRegen(Player player)
static void UpdateLifeRegen(Player player)
This is where all ModPlayer hooks are gathered and called.
float moveSpeed
The multiplier on this player's F:Terraria.Player.maxRunSpeed and F:Terraria.Player....
int statLifeMax2
The maximum health this player can have, adjusted by buffs and equipment.
float lifeRegenTime
How effective this player's natural life regeneration should be. Resets whenever the player is hurt,...
bool IsStandingStillForSpecialEffects
PlayerSleepingHelper sleeping
PlayerSittingHelper sitting
int statLife
The current health of this player. Capped at F:Terraria.Player.statLifeMax2. If you increase this v...
void KillMe(PlayerDeathReason damageSource, double dmg, int hitDirection, bool pvp=false)
int lifeRegenCount
This player's accumulated life regeneration. If this value reaches or exceeds 120,...
int lifeRegen
The rate of this player's life regeneration in health/ticks, divided by 120. For example,...