55016 {
55017
55018
55019
55020 Main.CurrentFrameFlags.HadAnActiveInteractibleProjectile = true;
55021 if (
owner == Main.myPlayer)
55022 {
55023 for (int i = 0; i < 1000; i++)
55024 {
55026 {
55027 continue;
55028 }
55029 Projectile projectile = Main.projectile[i];
55030 if (projectile.active && projectile.owner ==
owner && projectile.type ==
type)
55031 {
55032 if (
timeLeft < Main.projectile[i].timeLeft)
55033 {
55035 return;
55036 }
55037 Main.projectile[i].Kill();
55038 }
55039 }
55040 }
55044 {
55047 {
55049 }
55050 }
55052 {
55055 {
55057 }
55058 }
55060 }
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
int frame
The frame number in the spritesheet that this projectile will be drawn with. Assign in M:Terraria....
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
int timeLeft
Time in ticks before this projectile will naturally despawn. Each update timeLeft is decreased by 1...
int frameCounter
Used as a timer to decide when to change F:Terraria.Projectile.frame. Defaults to 0.