50262 {
50263
50264
50265
50266
50267
50268
50269
50270
50271
50272
50273
50274
50275
50276
50277
50278
50279
50280
50281
50287 value = Utils.Clamp(value, 10, Main.maxTilesX - 10);
50288 value2 = Utils.Clamp(
value2, 10, Main.maxTilesX - 10);
50289 value3 = Utils.Clamp(
value3, 10, Main.maxTilesY - 10);
50290 value4 = Utils.Clamp(
value4, 10, Main.maxTilesY - 10);
50291 Vector2
value5 = Main.screenPosition +
new Vector2((
float)Main.mouseX, (
float)Main.mouseY);
50293 {
50294 value5.Y = Main.screenPosition.Y + (float)Main.screenHeight - (float)Main.mouseY;
50295 }
50298 for (int i = -2; i <= 2; i++)
50299 {
50300 for (
int j = -2;
j <= 2;
j++)
50301 {
50302 int num2 = point.X + i;
50303 int num3 = point.Y +
j;
50305 {
50307 if (
tileSafely.active() && tileSafely.type == 494)
50308 {
50310 break;
50311 }
50312 }
50313 }
50314 }
50316 if (list.Count > 0)
50317 {
50320 for (
int k = 0;
k < list.Count;
k++)
50321 {
50322 float num5 = Vector2.Distance(
new Vector2((
float)list[
k].Item1, (float)list[
k].Item2) * 16
f + Vector2.One * 8
f,
value5);
50324 {
50327 }
50328 }
50330 {
50332 for (
int l = 0;
l < 1000;
l++)
50333 {
50335 {
50336 Main.projectile[
l].Kill();
50337 }
50338 }
50340 Projectile.NewProjectile(
GetProjectileSource_TileInteraction(
tuple.Item1,
tuple.Item2), (
float)(
tuple.Item1 * 16) + 8.5f,
tuple.Item2 * 16 + 6, 0
f, 0
f,
projType, 0, 0
f,
whoAmI, 0
f, -1
f);
50341 }
50342 }
50344 }
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
static bool[] IsAGolfBall
If true for a given projectile type (F:Terraria.Projectile.type), then that projectile is a kind of g...
void GetPreferredGolfBallToUse(out int projType)
IEntitySource GetProjectileSource_TileInteraction(int tileCoordsX, int tileCoordsY)