34634 {
34635
34636
34637
34638
34639
34640
34641
34642
34643
34644
34645
34646
34647
34648
34649
34650
34651
34652
34653
34654
34655
34656
34657
34658
34659
34660
34661
34662
34663
34664
34665
34666
34667
34668
34669
34670
34671
34672
34673
34674
34675
34676
34677
34678
34679
34680
34681
34682
34683
34684
34685
34686
34687
34688
34689
34690
34691
34692
34693
34694
34695
34696
34697
34698
34699
34700
34701
34702
34703
34704
34705
34706
34707
34708
34709
34710
34711
34712
34713
34714
34715
34716
34717
34718
34719
34720
34721
34722
34723
34724
34725
34726
34727
34728
34729
34730
34731
34732
34733
34734
34735
34736
34737
34738
34739
34740
34741
34742
34743
34744
34745
34746
34747
34749 {
34752 {
34754 }
34755 }
34759 if (
armor[10].headSlot >= 0)
34760 {
34762 }
34763 if (
armor[11].bodySlot >= 0)
34764 {
34766 }
34767 if (
armor[12].legSlot >= 0)
34768 {
34770 }
34772 {
34774 }
34777 SetMatchRequest
request =
default(SetMatchRequest);
34778 request.Head =
head;
34779 request.Body =
body;
34780 request.Legs =
legs;
34781 request.Male =
Male;
34782 request.ArmorSlotRequested = 1;
34785 {
34787 }
34788 request =
default(SetMatchRequest);
34789 request.Head =
head;
34790 request.Body =
body;
34791 request.Legs =
legs;
34792 request.Male =
Male;
34793 request.ArmorSlotRequested = 2;
34796 {
34798 }
34799 request =
default(SetMatchRequest);
34800 request.Head =
head;
34801 request.Body =
body;
34802 request.Legs =
legs;
34803 request.Male =
Male;
34804 request.ArmorSlotRequested = 0;
34807 {
34809 }
34811 {
34814 }
34816 {
34819 }
34821 {
34823 }
34825 {
34828 {
34830 {
34833 }
34835 {
34838 }
34839 else if (
back == -1)
34840 {
34843 }
34844 }
34847 {
34850 }
34853 {
34858 {
34861 }
34863 {
34866 }
34868 {
34871 }
34872 }
34873 }
34875 {
34877 }
34879 {
34881 }
34884 {
34889 }
34892 {
34894 {
34899 }
34901 {
34903 }
34904 }
34916 {
34918 {
34920 }
34922 {
34924 }
34926 }
34928 hermesStepSound.IntendedCooldown = 9;
34930 {
34932 }
34934 {
34936 }
34939 {
34941 hermesStepSound.IntendedCooldown = 6;
34942 }
34944 {
34948 }
34951 {
34953 {
34956 }
34958 {
34960 }
34961 }
34963 {
34966 {
34968 }
34969 }
34971 {
34972 return;
34973 }
34975 {
34977 float num12 = 1
f + Main.rand.NextFloat() * 0.5f;
34978 if (Main.rand.Next(2) == 0)
34979 {
34981 }
34983 Dust
obj = Main.dust[Dust.NewDust(
center, 2, 2, 304, 0
f, 0
f, 100)];
34984 obj.rotation = Main.rand.NextFloat() * ((float)
Math.PI * 2
f);
34985 obj.alpha = 254;
34986 obj.velocity.X =
num12 * 0.2f;
34987 obj.noGravity = true;
34988 obj.customData = this;
34990 }
34993 {
34994 if (((
body == 68 &&
legs == 57 &&
head == 106) || (
body == 74 &&
legs == 63 &&
head == 106)) && Main.rand.Next(10) == 0)
34995 {
34996 int num16 = Dust.NewDust(
new Vector2(
position.X -
velocity.X * 2
f,
position.Y - 2
f -
velocity.Y * 2
f),
width,
height, 43, 0
f, 0
f, 100,
new Color(255, 0, 255), 0.3f);
34997 Main.dust[
num16].fadeIn = 0.8f;
34998 Main.dust[
num16].noGravity =
true;
35000 obj2.velocity *= 2
f;
35002 }
35004 {
35006 Lighting.AddLight((
int)base.Center.X / 16, (int)
base.Center.Y / 16,
num17,
num17 * 0.9f,
num17 * 0.2f);
35007 }
35009 {
35011 }
35012 if (
head == 5 &&
body == 5 &&
legs == 5 && Main.rand.Next(10) == 0)
35013 {
35016 }
35018 {
35020 }
35022 {
35024 }
35025 if (
head == 74 &&
body == 48 &&
legs == 44 && Main.rand.Next(10) == 0)
35026 {
35029 }
35031 {
35034 {
35036 }
35037 if (Main.rand.Next(
maxValue) == 0)
35038 {
35040 Main.dust[
num20].noGravity =
true;
35041 Main.dust[
num20].fadeIn = 1.5f;
35043 obj3.velocity *= 0.3f;
35047 }
35048 }
35050 {
35051 for (int i = 0; i < 2; i++)
35052 {
35054 Main.dust[
num21].noGravity =
true;
35055 Main.dust[
num21].noLight =
true;
35056 Main.dust[
num21].velocity.X -= velocity.X * 0.5f;
35057 Main.dust[
num21].velocity.Y -= velocity.Y * 0.5f;
35059 }
35060 }
35062 {
35064 Main.dust[
num22].noGravity =
true;
35065 Main.dust[
num22].velocity.X = velocity.X * 0.25f;
35066 Main.dust[
num22].velocity.Y = velocity.Y * 0.25f;
35068 }
35070 {
35071 for (
int j = 0;
j < 2;
j++)
35072 {
35074 Main.dust[
num2].noGravity =
true;
35075 Main.dust[
num2].noLight =
true;
35076 Main.dust[
num2].velocity.X -= velocity.X * 0.5f;
35077 Main.dust[
num2].velocity.Y -= velocity.Y * 0.5f;
35079 }
35080 }
35081 if (
body == 18 &&
legs == 17 && (
head == 32 ||
head == 33 ||
head == 34) && Main.rand.Next(10) == 0)
35082 {
35084 Main.dust[
num3].fadeIn = 0.8f;
35086 obj5.velocity *= 0
f;
35088 }
35089 if ((
body == 24 ||
body == 229) && (
legs == 23 ||
legs == 212) && (
head == 43 ||
head == 41 ||
head == 42 ||
head == 254 ||
head == 255 ||
head == 256 ||
head == 257 ||
head == 258) && velocity.X != 0
f && velocity.Y != 0
f && Main.rand.Next(10) == 0)
35090 {
35092 Main.dust[
num4].fadeIn = 0.8f;
35094 obj6.velocity *= 0
f;
35096 }
35098 {
35099 for (
int k = 0;
k < 2;
k++)
35100 {
35102 Main.dust[
num5].fadeIn = 1
f;
35103 Main.dust[
num5].noGravity =
true;
35105 obj7.velocity *= 0.2f;
35107 }
35108 }
35110 {
35111 for (
int l = 0;
l < 2;
l++)
35112 {
35113 int num6 = ((
l != 0) ? Dust.NewDust(
new Vector2(
position.X + (
float)(
width / 2),
position.Y + (
float)
height +
gfxOffY),
width / 2, 6, 76, 0
f, 0
f, 0,
default(Color), 1.35f) : Dust.NewDust(
new Vector2(
position.X,
position.Y + (float)
height +
gfxOffY),
width / 2, 6, 76, 0
f, 0
f, 0,
default(Color), 1.35
f));
35114 Main.dust[
num6].scale *= 1
f + (float)Main.rand.Next(20, 40) * 0.01f;
35115 Main.dust[
num6].noGravity =
true;
35116 Main.dust[
num6].noLight =
true;
35118 obj8.velocity *= 0.001f;
35119 Main.dust[
num6].velocity.Y -= 0.003f;
35121 }
35122 }
35123 }
35126 {
35129 }
35132 bool flag4 = HeldItem.useStyle != 14;
35135 {
35137 legFrame.Y = legFrame.Height * 6;
35139 {
35142 reference.Y = 0;
35143 }
35145 {
35147 {
35149 {
35151 {
35152 if (Main.rand.Next(4) == 0)
35153 {
35156 obj9.velocity *= 0.1f;
35157 Main.dust[
num7].noLight =
true;
35158 }
35159 if (Main.rand.Next(4) == 0)
35160 {
35163 obj10.velocity *= 0.1f;
35164 Main.dust[
num8].noLight =
true;
35165 }
35166 }
35167 else
35168 {
35169 if (Main.rand.Next(4) == 0)
35170 {
35173 obj11.velocity *= 0.1f;
35174 Main.dust[
num9].noLight =
true;
35175 }
35176 if (Main.rand.Next(4) == 0)
35177 {
35180 obj12.velocity *= 0.1f;
35181 Main.dust[
num10].noLight =
true;
35182 }
35183 }
35184 }
35188 }
35190 {
35192 }
35193 else
35194 {
35198 }
35199 }
35200 else
35201 {
35203 }
35204 }
35205 else if (
legs != 140)
35206 {
35208 {
35211 {
35214 }
35216 {
35217 legFrame.Y = legFrame.Height * 19;
35218 }
35220 {
35221 legFrame.Y = legFrame.Height * 7;
35222 }
35223 }
35225 {
35227 legFrame.Y = legFrame.Height * 5;
35229 {
35230 legFrame.Y = 0;
35231 }
35232 }
35234 {
35236 {
35240 reference2.Y = 0;
35241 }
35242 else
35243 {
35246 {
35249 }
35251 {
35252 legFrame.Y = legFrame.Height * 19;
35253 }
35255 {
35256 legFrame.Y = legFrame.Height * 7;
35257 }
35258 }
35259 }
35260 else
35261 {
35265 reference3.Y = 0;
35266 }
35267 }
35269 {
35273 reference4.Y = 0;
35274 }
35276 {
35278 {
35280 }
35282 {
35285 {
35287 {
35288 itemLocation.X = position.X + (float)
width * 0.5
f - (
float)(16 *
direction);
35289 }
35291 {
35292 itemLocation.X = position.X + (float)
width * 0.5
f + (
float)(6 *
direction);
35294 }
35295 }
35296 }
35300 reference5.Y = 0;
35301 }
35303 {
35305 {
35307 {
35308 bodyFrame.Y = bodyFrame.Height * 3;
35309 }
35311 {
35312 bodyFrame.Y = bodyFrame.Height * 2;
35313 }
35314 else
35315 {
35317 }
35318 }
35320 {
35322 {
35323 bodyFrame.Y = bodyFrame.Height * 3;
35324 }
35325 else
35326 {
35327 bodyFrame.Y = bodyFrame.Height * 2;
35328 }
35329 }
35331 {
35332 bodyFrame.Y = bodyFrame.Height * 3;
35333 }
35335 {
35337 {
35338 bodyFrame.Y = bodyFrame.Height * 4;
35339 }
35341 {
35342 bodyFrame.Y = bodyFrame.Height * 3;
35343 }
35344 else
35345 {
35346 bodyFrame.Y = bodyFrame.Height * 2;
35347 }
35348 }
35350 {
35351 bodyFrame.Y = 0;
35352 }
35354 {
35358 {
35360 }
35362 {
35363 bodyFrame.Y = bodyFrame.Height * 3;
35364 }
35365 else
35366 {
35367 bodyFrame.Y = bodyFrame.Height * 2;
35368 }
35369 }
35371 {
35373 {
35374 bodyFrame.Y = bodyFrame.Height * 3;
35375 }
35376 else
35377 {
35378 bodyFrame.Y = bodyFrame.Height * 3;
35379 }
35380 }
35382 {
35383 bodyFrame.Y = bodyFrame.Height * 2;
35384 }
35386 {
35387 bodyFrame.Y = 0;
35388 }
35390 {
35391 bodyFrame.Y = bodyFrame.Height * 3;
35392 }
35394 {
35396 {
35397 bodyFrame.Y = bodyFrame.Height * 3;
35398 }
35400 {
35401 bodyFrame.Y = bodyFrame.Height * 2;
35402 }
35403 else
35404 {
35406 }
35407 }
35409 {
35411 {
35412 bodyFrame.Y = bodyFrame.Height * 2;
35413 }
35414 else
35415 {
35417 bodyFrame.Y = bodyFrame.Height * 3;
35418 if ((
double)
num23 < -0.75)
35419 {
35420 bodyFrame.Y = bodyFrame.Height * 2;
35422 {
35423 bodyFrame.Y = bodyFrame.Height * 4;
35424 }
35425 }
35426 if ((
double)
num23 > 0.6)
35427 {
35428 bodyFrame.Y = bodyFrame.Height * 4;
35430 {
35431 bodyFrame.Y = bodyFrame.Height * 2;
35432 }
35433 }
35434 }
35435 }
35437 }
35439 {
35441 {
35443 }
35444 else
35445 {
35446 bodyFrame.Y = bodyFrame.Height * 2;
35447 }
35448 }
35450 {
35451 bodyFrame.Y = bodyFrame.Height * 3;
35452 }
35454 {
35455 bodyFrame.Y = bodyFrame.Height * 2;
35456 }
35458 {
35459 bodyFrame.Y = bodyFrame.Height * 3;
35460 }
35462 {
35463 bodyFrame.Y = bodyFrame.Height * 3;
35464 }
35466 {
35467 bodyFrame.Y = bodyFrame.Height * 11;
35468 }
35470 {
35473 reference6.Y = 0;
35474 }
35476 {
35477 bodyFrame.Y = bodyFrame.Height * 10;
35478 }
35480 {
35483 }
35485 {
35488 Vector2
vector =
default(Vector2);
35493 {
35496 }
35502 {
35503 bodyFrame.Y = bodyFrame.Height * 2;
35505 {
35506 bodyFrame.Y = bodyFrame.Height * 4;
35507 }
35508 }
35510 {
35511 bodyFrame.Y = bodyFrame.Height * 4;
35513 {
35514 bodyFrame.Y = bodyFrame.Height * 2;
35515 }
35516 }
35517 else
35518 {
35519 bodyFrame.Y = bodyFrame.Height * 3;
35520 }
35521 }
35523 {
35524 bodyFrame.Y = bodyFrame.Height * 10;
35525 }
35527 {
35529 {
35532 reference7.Y = 0;
35533 }
35535 {
35536 bodyFrame.Y = bodyFrame.Height * 5;
35537 }
35538 else
35539 {
35542 reference8.Y = 0;
35543 }
35544 }
35546 {
35548 {
35549 bodyFrame.Y = bodyFrame.Height * 3;
35550 }
35552 {
35553 bodyFrame.Y = bodyFrame.Height * 6;
35554 }
35556 {
35557 bodyFrame.Y = bodyFrame.Height * 6;
35558 }
35559 else if (
wings > 0)
35560 {
35562 {
35563 bodyFrame.Y = 0;
35564 }
35566 {
35568 {
35569 bodyFrame.Y = bodyFrame.Height * 6;
35570 }
35571 else
35572 {
35573 bodyFrame.Y = bodyFrame.Height * 5;
35574 }
35575 }
35576 else
35577 {
35578 bodyFrame.Y = bodyFrame.Height * 6;
35579 }
35580 }
35581 else
35582 {
35583 bodyFrame.Y = bodyFrame.Height * 5;
35584 }
35586 }
35588 {
35590 {
35593 {
35596 }
35598 {
35599 bodyFrame.Y = bodyFrame.Height * 19;
35600 }
35602 {
35603 bodyFrame.Y = bodyFrame.Height * 7;
35604 }
35605 }
35606 else
35607 {
35610 }
35611 }
35612 else
35613 {
35617 reference9.Y = 0;
35618 }
35620 {
35622 }
35624 {
35626 legFrame.Y = legFrame.Height * (velocity.Y != 0
f).ToInt();
35628 if (Main.OffsetsPlayerHeadgear[
num15].Y == 0
f)
35629 {
35630 legFrame.Y = legFrame.Height * 7;
35631 }
35633 {
35634 legFrame.Y = 0;
35635 }
35636 }
35638 {
35640 legFrame.Y = legFrame.Height * 5;
35641 }
35643 {
35645 }
35646 }
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.
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 ArmorShaderDataSet Armor
static bool[] DrawInTailLayer
If true for a given T:Terraria.ID.ArmorIDs.Back, then that equip will draw in the player's tail layer...
static bool[] DrawInBackpackLayer
If true for a given T:Terraria.ID.ArmorIDs.Back, then that equip will draw in the player's backpack l...
static IncludeCapeFrontAndBackInfo[] IncludeCapeFrontAndBack
If not P:Terraria.ID.ArmorIDs.Body.Sets.IncludeCapeFrontAndBackInfo.Invalid for a given T:Terraria....
static bool[] DisableHandOnAndOffAccDraw
If true for a given T:Terraria.ID.ArmorIDs.Body, then that equip will hide T:Terraria....
static int[] IncludedCapeFront
If != -1 for a given T:Terraria.ID.ArmorIDs.Body, then that equip will display the retrieved T:Terrar...
static bool[] DisableBeltAccDraw
If true for a given T:Terraria.ID.ArmorIDs.Body, then that equip will hide belt-like (F:Terraria....
static int[] IncludedCapeBackFemale
static int[] AltFaceHead
If != -1 for a given T:Terraria.ID.ArmorIDs.Face, then that equip will be replaced with the retrieved...
static bool[] OverrideHelmet
If true for a given T:Terraria.ID.ArmorIDs.Face, then that equip will hide the player's T:Terraria....
static bool[] DrawInFaceUnderHairLayer
If true for a given T:Terraria.ID.ArmorIDs.Face, then that equip will draw under the player's hair....
static bool[] UseAltFaceHeadDraw
If true for a given T:Terraria.ID.ArmorIDs.Head, then that equip will force head-positioned face equi...
static bool[] IsABelt
If true for a given T:Terraria.ID.ArmorIDs.Waist, then that equip won't draw if the player is wearing...
static bool[] WaterTorches
If true for a given item type (F:Terraria.Item.type), then that item is a water torch....
static readonly SoundStyle Item24
static readonly SoundStyle Run
int type
The Item ID of this item. The Item ID is a unique number assigned to each Item loaded into the game....
static void PlayerFrameEffects(Player player)
static void PreUpdateVanitySet(Player player)
If the player's head texture's IsVanitySet returns true, calls the equipment texture's PreUpdateVanit...
static void HoldItemFrame(Item item, Player player)
Calls ModItem.HoldItemFrame, then all GlobalItem.HoldItemFrame hooks, until one of them returns true....
static void UpdateVanitySet(Player player)
If the player's head texture's IsVanitySet returns true, calls the equipment texture's UpdateVanitySe...
static void UseItemFrame(Item item, Player player)
Calls ModItem.UseItemFrame, then all GlobalItem.UseItemFrame hooks, until one of them returns true....
This serves as the central class from which item-related functions are carried out....
bool IsConsideredASlimeMount
void TryBeginningFlight(Player mountedPlayer, int state)
int GetIntendedGroundedFrame(Player mountedPlayer)
void TryLanding(Player mountedPlayer)
void UpdateFrame(Player mountedPlayer, int state, Vector2 velocity)
bool socialShadowRocketBoots
bool armorEffectDrawOutlinesForbidden
PlayerSleepingHelper sleeping
RabbitOrderFrameHelper rabbitOrderFrame
void ApplyArmorSoundAndDustChanges()
bool ShouldDrawFootball()
PlayerSittingHelper sitting
void CancelAllJumpVisualEffects()
void SetCompositeArmBack(bool enabled, CompositeArmStretchAmount stretch, float rotation)
Item[] armor
The player's armor and accessories. Indexes 0-2 hold head, chest, and legs armor while 10-12 hold the...
bool armorEffectDrawShadowEOCShield
static int SetMatch(SetMatchRequest request, ref bool somethingSpecial)
void UpdateVisibleAccessories()
bool isDisplayDollOrInanimate
bool armorEffectDrawShadowSubtle
int cBody
The armor shader ID applied to the F:Terraria.ModLoader.EquipType.Body equip texture by a dye item (F...
bool ShouldDrawWingsThatAreAlwaysAnimated()
Mount mount
This player's T:Terraria.Mount. Do not overwrite this value. Instead, call M:Terraria....
int BiomeTorchHoldStyle(int style)
float gfxOffY
An offset from the actual position of the player that will be added to the draw position....
bool armorEffectDrawOutlines
void SetArmorEffectVisuals(Player drawPlayer)
bool armorEffectDrawShadow
bool armorEffectDrawShadowLokis
bool armorEffectDrawShadowBasilisk
Item[] inventory
The player's normal inventory. Indexes 0-9 hold the hotbar items, 10-49 the rest of the main inventor...
bool skipAnimatingValuesInPlayerFrame
bool CanVisuallyHoldItem(Item item)
Stores T:Terraria.ID.ArmorIDs.Back and T:Terraria.ID.ArmorIDs.Front equips to be worm with a specifie...