41569 {
41570
41571
41572
41573
41574
41575
41576
41577
41578
41579
41580
41581
41582
41583
41584
41585
41586
41587
41588
41589 int damage = 70;
41590 float knockBack = 1.5f;
41591 if (Main.rand.Next(15) != 0)
41592 {
41593 return;
41594 }
41596 for (int i = 0; i < 1000; i++)
41597 {
41598 if (Main.projectile[i].active && Main.projectile[i].owner ==
whoAmI && (Main.projectile[i].type == 567 || Main.projectile[i].type == 568))
41599 {
41601 }
41602 }
41603 if (Main.rand.Next(15) <
num ||
num >= 10)
41604 {
41605 return;
41606 }
41610 for (
int j = 0;
j <
num2;
j++)
41611 {
41612 int num5 = Main.rand.Next(200 -
j * 2, 400 +
j * 2);
41614 center.X += Main.rand.Next(-
num5,
num5 + 1);
41615 center.Y += Main.rand.Next(-
num5,
num5 + 1);
41617 {
41618 continue;
41619 }
41620 center.X +=
num3 / 2;
41621 center.Y +=
num3 / 2;
41622 if (!Collision.CanHit(
new Vector2(
base.Center.X,
position.Y), 1, 1,
center, 1, 1) && !Collision.CanHit(
new Vector2(
base.Center.X,
position.Y - 50
f), 1, 1,
center, 1, 1))
41623 {
41624 continue;
41625 }
41629 if (Main.rand.Next(3) == 0 && Main.tile[
num6,
num7] !=
null && Main.tile[
num6,
num7].wall > 0)
41630 {
41632 }
41633 else
41634 {
41635 center.X -=
num4 / 2;
41636 center.Y -=
num4 / 2;
41638 {
41639 center.X +=
num4 / 2;
41640 center.Y +=
num4 / 2;
41642 }
41644 {
41646 }
41647 }
41649 {
41650 continue;
41651 }
41652 for (
int k = 0;
k < 1000;
k++)
41653 {
41654 if (Main.projectile[
k].active && Main.projectile[
k].owner ==
whoAmI && Main.projectile[
k].aiStyle == 105)
41655 {
41656 Vector2
val =
center - Main.projectile[
k].Center;
41657 if (((Vector2)(
ref val)).Length() < 48
f)
41658 {
41660 break;
41661 }
41662 }
41663 }
41665 {
41667 break;
41668 }
41669 }
41670 }
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.
IEntitySource GetProjectileSource_Accessory(Item item)