56046 {
56047
56048
56049 if (Main.dayTime && !Main.remixWorld)
56050 {
56052 return;
56053 }
56054 ai[0] += (float)Main.desiredWorldEventsUpdateRate;
56055 if (
localAI[0] == 0
f && Main.netMode != 2)
56056 {
56058 if ((double)Main.LocalPlayer.position.Y < Main.worldSurface * 16.0)
56059 {
56061 }
56062 }
56063 if (
owner != Main.myPlayer || !(
ai[0] >= 180
f))
56064 {
56065 return;
56066 }
56068 {
56069 velocity.X *= 0.35f;
56070 if (
base.Center.X < Main.player[(
int)
ai[1]].Center.X)
56071 {
56073 }
56074 else
56075 {
56077 }
56078 }
56081 }
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
Vector2 position
The position of this Entity in world coordinates.
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....
IEntitySource GetProjectileSource_FromThis()
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T:Terraria....
static int NewProjectile(IEntitySource spawnSource, Vector2 position, Vector2 velocity, int Type, int Damage, float KnockBack, int Owner=-1, float ai0=0f, float ai1=0f, float ai2=0f)
This particular overload uses a Vector2 instead of X and Y to determine the actual spawn position and...