52551 {
52553 {
52556 for (int i = 0; i < 1000; i++)
52557 {
52558 if (!Main.projectile[i].active || Main.projectile[i].owner !=
whoAmI || !Main.projectile[i].minion)
52559 {
52560 continue;
52561 }
52563 for (
j = 0;
j < list.Count;
j++)
52564 {
52565 if (Main.projectile[list[
j]].minionSlots > Main.projectile[i].minionSlots)
52566 {
52568 break;
52569 }
52570 }
52571 if (
j == list.Count)
52572 {
52573 list.Add(i);
52574 }
52575 num += Main.projectile[i].minionSlots;
52576 }
52581 for (
int k = 0;
k < list.Count;
k++)
52582 {
52583 int type3 = Main.projectile[list[
k]].type;
52585 {
52588 }
52590 {
52591 if (Main.projectile[(
int)Main.projectile[list[
k]].localAI[1]].type == 628)
52592 {
52594 }
52597 }
52598 }
52600 {
52602 list.Add(Projectile.GetByUUID(Main.projectile[
num5].owner, Main.projectile[
num5].ai[0]));
52603 }
52604 for (
int l = 0;
l < list.Count;
l++)
52605 {
52607 {
52608 break;
52609 }
52610 int type2 = Main.projectile[list[
l]].type;
52612 {
52613 continue;
52614 }
52616 {
52618 }
52620 {
52622 }
52623 num3 += Main.projectile[list[
l]].minionSlots;
52625 {
52626 Projectile projectile = Main.projectile[list[
l]];
52627 int byUUID = Projectile.GetByUUID(projectile.owner, projectile.ai[0]);
52628 if (Main.projectile.IndexInRange(
byUUID))
52629 {
52632 {
52634 }
52635 projectile2 = Main.projectile[(int)projectile.localAI[1]];
52638 projectile2.netUpdate = true;
52639 }
52640 }
52641 Main.projectile[list[
l]].Kill();
52642 }
52643 list.Clear();
52645 {
52647 }
52648 return;
52649 }
52650 for (
int m = 0;
m < 1000;
m++)
52651 {
52654 {
52656 {
52658 }
52660 {
52662 }
52664 {
52666 }
52667 }
52668 }
52669 }
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
static void HandleSpecialEvent(Player player, int eventID)
static float[] StaffMinionSlotsRequired
How many minion slots one usage of this item will spawn. This is only used when F:Terraria....
static bool[] MinionSacrificable
If true for a given projectile type (F:Terraria.Projectile.type), then other minions will be sacrific...
int maxMinions
The maximum value of minions this player can have summoned at once. A minion's value is stored as F...