42378 {
42379
42380
42381
42382
42383
42384
42385
42386
42387
42388
42389
42390
42391
42392
42393
42394
42395
42396
42397
42398
42399
42400
42401
42402
42403
42404
42405
42406
42407
42408
42409
42410
42411
42412
42413
42414
42415
42416
42422 {
42424 }
42426 {
42428 }
42433 {
42436 }
42437 if (
localAI[0] < (
float)
num5 && Main.rand.NextFloat() < 0.25f)
42438 {
42439 short num6 = (short)(
flag ? 135 : 6);
42440 Dust dust = Dust.NewDustDirect(
base.Center + Main.rand.NextVector2Circular(60
f, 60
f) * Utils.Remap(
localAI[0], 0
f, 72
f, 0.5f, 1
f), 4, 4,
num6,
velocity.X * 0.2f,
velocity.Y * 0.2f, 100);
42441 if (Main.rand.Next(4) == 0)
42442 {
42443 dust.noGravity = true;
42445 dust.velocity.X *= 2
f;
42446 dust.velocity.Y *= 2
f;
42447 }
42448 else
42449 {
42450 dust.scale *= 1.5f;
42451 }
42452 dust.scale *= 1.5f;
42453 dust.velocity *= 1.2f;
42455 dust.customData = 1;
42456 }
42457 if (
num4 > 0 &&
localAI[0] >= (
float)
num4 && Main.rand.NextFloat() < 0.5f)
42458 {
42460 Vector2
vector = (base.Center -
center).SafeNormalize(Vector2.Zero).RotatedByRandom(0.19634954631328583) * 7
f;
42462 Dust
dust2 = Dust.NewDustDirect(
base.Center + Main.rand.NextVector2Circular(50
f, 50
f) -
vector * 2
f, 4, 4,
num7, 0
f, 0
f, 150,
new Color(80, 80, 80));
42463 dust2.noGravity = true;
42464 dust2.velocity =
vector;
42465 dust2.scale *= 1.1f + Main.rand.NextFloat() * 0.2f;
42466 dust2.customData = -0.3f - 0.15f * Main.rand.NextFloat();
42467 }
42468 }
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...
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T:Terraria....