10342 {
10343
10344
10345
10346
10347
10348
10349
10350
10351
10352
10353
10354
10355
10356
10357
10358
10359
10360
10361
10362
10363
10364
10365
10366
10367
10368
10370 {
10371 return;
10372 }
10376 for (int i = 0; i < 1000; i++)
10377 {
10378 if (Main.projectile[i].active && Main.projectile[i].owner ==
whoAmI)
10379 {
10380 if (Main.projectile[i].counterweight)
10381 {
10383 }
10384 else if (Main.projectile[i].aiStyle == 99)
10385 {
10388 }
10389 }
10390 }
10392 {
10394 {
10398 Projectile.NewProjectile(Entity.InheritSource(Main.projectile[
num]),
base.Center.X,
base.Center.Y,
vector.X,
vector.Y, Main.projectile[
num].type, Main.projectile[
num].damage, Main.projectile[
num].knockBack,
whoAmI, 1
f);
10399 }
10400 }
10402 {
10406 float knockBack = (
kb + 6
f) / 2
f;
10409 {
10411 }
10412 else
10413 {
10415 }
10416 }
10417 }
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
This object encapsulates context information about the source of a particular spawning event of an It...