51705 {
51706
51707
51708
51709
51710
51711
51712
51713
51714
51715
51716
51717
51718
51719
51720
51721
51722
51723
51724
51725
51726
51728 {
51732 ai[0] = -Main.rand.Next(30, 80);
51734 }
51735 if (
wet &&
owner == Main.myPlayer)
51736 {
51738 }
51741 float y = (float)
Math.Sin((
float)Math.PI * 2
f * (float)(Main.timeForVisualEffects % 90.0 / 90.0)) * (
float)
direction * Main.WindForVisuals;
51742 Vector2 v =
vector +
new Vector2(Main.WindForVisuals, y);
51747 {
51748 ai[0] = -Main.rand.Next(120, 600);
51749 }
51752 {
51755 }
51758 {
51761 {
51762 velocity.Y -=
num3;
51763 }
51764 else
51765 {
51766 velocity.Y +=
num3;
51767 }
51769 {
51771 }
51773 {
51775 }
51778 {
51780 ai[0] = -Main.rand.Next(120, 300);
51782 }
51783 }
51786 }
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.
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....
bool netUpdate
Set manually to true in M:Terraria.ModLoader.ModProjectile.AI once to make it sync its current F:Terr...
int timeLeft
Time in ticks before this projectile will naturally despawn. Each update timeLeft is decreased by 1...
float rotation
Rotation of the projectile. Radians not Degrees. Use T:Microsoft.Xna.Framework.MathHelper if you want...