50438 {
50439
50440
50441
50442
50443
50444
50445
50446
50447
50448
50449
50450
50451
50452
50453
50454
50455
50456
50457
50458
50459
50460
50461
50462
50463
50464
50465
50466
50467
50468
50469
50470
50471
50472
50473
50474
50475
50476
50477
50478
50479
50480
50481
50482
50483
50484
50485
50486
50487
50488
50489
50490
50491
50492
50493
50494
50495
50496
50497
50498
50499
50500
50501
50502
50503
50504
50505
50506
50507
50508
50509
50510
50511
50512
50513
50514
50515
50516
50517
50518
50519
50520
50521
50522
50523
50524
50525
50526
50527
50528
50529
50530
50531
50532
50533
50534
50535
50536
50537
50538
50539
50540
50541
50542
50543
50544
50545
50546
50547
50548
50549
50550
50551
50552
50553
50554
50555
50556
50557
50558
50559
50560
50561
50562
50563
50564
50565
50566
50567
50568
50569
50570
50571
50572
50573
50574
50575
50576
50577
50578
50579
50580
50581
50582
50583
50584
50585
50586
50587
50588
50589
50590
50591
50592
50593
50594
50595
50596
50597
50598
50599
50600
50601
50602
50603
50604
50605
50606
50607
50608
50609
50610
50611
50612
50613
50614
50615
50616
50617
50620 {
50622 float G = 0.95f;
50623 float B = 0.8f;
50627 {
50629 }
50630 else
50631 {
50633 {
50635 }
50636 else if (
num4 == 974)
50637 {
50639 }
50640 else if (
num4 == 1245)
50641 {
50643 }
50644 else if (
num4 == 1333)
50645 {
50647 }
50648 else if (
num4 == 2274)
50649 {
50651 }
50652 else if (
num4 == 3004)
50653 {
50655 }
50656 else if (
num4 == 3045)
50657 {
50659 }
50660 else if (
num4 == 3114)
50661 {
50663 }
50664 else if (
num4 == 4383)
50665 {
50667 }
50668 else if (
num4 == 4384)
50669 {
50671 }
50672 else if (
num4 == 4385)
50673 {
50675 }
50676 else if (
num4 == 4386)
50677 {
50679 }
50680 else if (
num4 == 4387)
50681 {
50683 }
50684 else if (
num4 == 4388)
50685 {
50687 }
50688 else if (
num4 == 5293)
50689 {
50691 }
50692 else if (
num4 == 5353)
50693 {
50695 }
50696 else if (
num4 >= 427)
50697 {
50699 }
50705 {
50707 }
50709 {
50710 if (Main.rand.Next(
maxValue) == 0)
50711 {
50713 if (Main.rand.Next(3) != 0)
50714 {
50715 Main.dust[
num6].noGravity =
true;
50716 }
50718 obj.velocity *= 0.3f;
50719 Main.dust[
num6].velocity.Y -= 1.5f;
50722 {
50723 Main.dust[
num6].color =
new Color(Main.DiscoR, Main.DiscoG, Main.DiscoB);
50724 Main.dust[
num6].noGravity =
true;
50725 }
50726 }
50728 }
50729 else
50730 {
50731 if (Main.rand.Next(
maxValue) == 0)
50732 {
50734 if (Main.rand.Next(3) != 0)
50735 {
50736 Main.dust[
num7].noGravity =
true;
50737 }
50739 obj2.velocity *= 0.3f;
50740 Main.dust[
num7].velocity.Y -= 1.5f;
50743 {
50744 Main.dust[
num7].color =
new Color(Main.DiscoR, Main.DiscoG, Main.DiscoB);
50745 Main.dust[
num7].noGravity =
true;
50746 }
50747 }
50749 }
50750 }
50751 }
50753 {
50756 {
50758 }
50760 {
50762 {
50764 if (Main.rand.Next(3) != 0)
50765 {
50766 Main.dust[
num8].noGravity =
true;
50767 }
50769 obj3.velocity *= 0.3f;
50770 Main.dust[
num8].velocity.Y -= 1.5f;
50772 }
50774 }
50775 else
50776 {
50778 {
50780 if (Main.rand.Next(3) != 0)
50781 {
50782 Main.dust[
num9].noGravity =
true;
50783 }
50785 obj4.velocity *= 0.3f;
50786 Main.dust[
num9].velocity.Y -= 1.5f;
50788 }
50790 }
50791 }
50793 {
50796 {
50798 }
50800 {
50802 {
50804 if (Main.rand.Next(3) != 0)
50805 {
50806 Main.dust[
num10].noGravity =
true;
50807 }
50809 obj5.velocity *= 0.3f;
50810 Main.dust[
num10].velocity.Y -= 1.5f;
50812 }
50814 }
50815 else
50816 {
50818 {
50820 if (Main.rand.Next(3) != 0)
50821 {
50822 Main.dust[
num11].noGravity =
true;
50823 }
50825 obj6.velocity *= 0.3f;
50826 Main.dust[
num11].velocity.Y -= 1.5f;
50828 }
50830 }
50831 }
50833 {
50837 {
50839 }
50841 {
50843 {
50845 if (Main.rand.Next(3) != 0)
50846 {
50847 Main.dust[
num2].noGravity =
true;
50848 }
50850 obj7.velocity *= 0.3f;
50851 Main.dust[
num2].velocity.Y -= 1.5f;
50853 }
50855 }
50856 else
50857 {
50859 {
50861 if (Main.rand.Next(3) != 0)
50862 {
50863 Main.dust[
num3].noGravity =
true;
50864 }
50866 obj8.velocity *= 0.3f;
50867 Main.dust[
num3].velocity.Y -= 1.5f;
50869 }
50871 }
50872 }
50874 {
50879 {
50881 }
50882 else
50883 {
50885 }
50886 }
50888 {
50890 {
50892 }
50893 else
50894 {
50896 }
50897 }
50899 {
50904 {
50906 }
50907 else
50908 {
50910 }
50913 {
50915 Main.instance.SpelunkerProjectileHelper.AddSpotToCheck(
base.Center);
50916 }
50917 }
50919 {
50921 {
50923 }
50924 else
50925 {
50927 }
50928 }
50930 {
50932 {
50934 }
50935 else
50936 {
50938 }
50939 }
50941 {
50944 {
50946 }
50947 Vector3
rgb = (DelegateMethods.v3_1 =
new Vector3(0.9
f, 0.35
f, 1
f));
50948 Point
p =
vec.ToTileCoordinates();
50949 DelegateMethods.v2_1 =
p.ToVector2();
50950 DelegateMethods.f_1 = 4.5f;
50951 Utils.PlotTileArea(
p.X,
p.Y, DelegateMethods.SpreadLightOpen_StopForSolids);
50952 Lighting.AddLight(
vec,
rgb);
50953 }
50955 {
50957 for (int i = 0; i < 4; i++)
50958 {
50959 Dust dust = Main.dust[Dust.NewDust(
base.Center, 0, 0, 242,
direction * 2, 0
f, 150,
default(Color), 1.3f)];
50961 dust.velocity *= 0
f;
50962 dust.noGravity = true;
50965 if (Main.rand.Next(2) == 0)
50966 {
50967 dust.position += Utils.RandomVector2(Main.rand, -4
f, 4
f);
50968 dust.scale += Main.rand.NextFloat();
50969 if (Main.rand.Next(2) == 0)
50970 {
50971 dust.customData = this;
50972 }
50973 }
50974 }
50975 }
50977 {
50978 return;
50979 }
50981 Vector3
rgb2 =
new Vector3(1
f, 0.7
f, 0.8
f) * 1.3f;
50984 if (Main.rand.Next(40) == 0)
50985 {
50986 Vector2
vector3 = Main.rand.NextVector2Circular(4
f, 4
f);
50987 Dust
dust2 = Dust.NewDustPerfect(
vector2 +
vector3, 43, Vector2.Zero, 254,
new Color(255, 255, 0, 255), 0.3
f);
50989 {
50990 dust2.velocity =
vector2.DirectionTo(
dust2.position) * 0.2f;
50991 }
50992 dust2.fadeIn = 0.3f;
50993 dust2.noLightEmittence = true;
50994 dust2.customData = this;
50995 }
50996 }
bool wet
The Entity is currently in water. Projectile: Affects movement speed and some projectiles die when ...
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
static bool[] Torches
If true for a given item type (F:Terraria.Item.type), then that item is a torch. Torches can be aut...
static bool[] WaterTorches
If true for a given item type (F:Terraria.Item.type), then that item is a water torch....
static readonly short Count
static readonly short Count
static void TorchColor(int torchID, out float R, out float G, out float B)
static ModItem GetItem(int type)
Gets the ModItem template instance corresponding to the specified type (not the clone/new instance wh...
This serves as the central class from which item-related functions are carried out....
int BiomeTorchHoldStyle(int style)
Vector2 RotatedRelativePoint(Vector2 pos, bool reverseRotation=false, bool addGfxOffY=true)
Takes an input position and returns the position adjusted to the players visual rotation and offset....