49449 {
49450
49451
49452
49453
49456 {
49457 if (player.dead)
49458 {
49459 player.stormTiger = false;
49460 }
49461 if (player.stormTiger)
49462 {
49464 }
49466 {
49469 {
49471 }
49472 }
49473 }
49475 {
49476 if (player.ownedProjectileCounts[
type] > 1 &&
localAI[0] == 0
f)
49477 {
49480 }
49481 if (player.dead)
49482 {
49483 player.abigailMinion = false;
49484 }
49485 if (player.abigailMinion)
49486 {
49488 }
49490 {
49493 {
49495 }
49496 }
49497 }
49503 }
static SlotId PlaySound(in SoundStyle? style, Vector2? position=null, SoundUpdateCallback? updateCallback=null)
Attempts to play a sound style with the provided sound style (if it's not null), and returns a valid ...
static readonly SoundStyle AbigailUpgrade
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
static List< int > _ai164_blacklistedTargets
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T:Terraria....
int frame
The frame number in the spritesheet that this projectile will be drawn with. Assign in M:Terraria....
static Vector2 AI_164_GetHomeLocation(Player master, int stackedIndex, int totalIndexes)
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...
void AI_GetMyGroupIndexAndFillBlackList(List< int > blackListedTargets, out int index, out int totalIndexesInGroup)
int frameCounter
Used as a timer to decide when to change F:Terraria.Projectile.frame. Defaults to 0.