19457 {
19458
19459
19460
19461
19462
19463
19464
19465
19466
19467
19468
19469
19470
19471
19472
19473
19475 {
19476 return;
19477 }
19479 {
19481 }
19482 else
19483 {
19485 }
19487 {
19490 {
19492 }
19494 {
19495 case 317:
19496 case 387:
19497 case 388:
19498 case 533:
19499 case 759:
19501 break;
19502 }
19508 }
19509 }
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.
Vector2 position
The position of this Entity in world coordinates.
int width
The width of this Entity's hitbox, in pixels.
int height
The height of this Entity's hitbox, in pixels.
static bool[] IsAGolfBall
If true for a given projectile type (F:Terraria.Projectile.type), then that projectile is a kind of g...
static bool ShouldUpdatePosition(Projectile projectile)
This serves as the central class from which projectile-related functions are carried out....
int aiStyle
Selects which vanilla code to use for the AI method. Vanilla projectile AI styles are enumerated in t...
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
bool tileCollide
If true, the projectile will collide with tiles, usually bouncing or killing the tile depending on M:...