43982 {
43983
43984
43985
43986
43987
43988
43989
43990
43991
43992
43993
43994
43995
43996
43997
43998
43999
44000
44001
44002
44003
44004
44005
44006
44007
44008
44009
44010
44011
44012
44013
44014
44015
44016
44017
44018
44019
44020
44021
44022
44023
44024
44025
44026
44027
44028
44029
44030
44031
44032
44033
44034
44035
44036
44037
44038
44039
44040
44041
44042
44043
44044
44045
44046
44047
44048
44049
44050
44051
44052
44053
44054
44055
44056
44057
44058
44059
44060
44061
44062
44063
44064
44065
44066
44067
44068
44069
44070
44071
44072
44073
44074
44075
44076
44077
44078
44079
44080
44081
44082
44083
44084
44085
44086
44087
44088
44089
44090
44091
44092
44096 {
44098 return;
44099 }
44117 {
44118 for (int i = 0; i < 3; i++)
44119 {
44120 if (Main.rand.Next(2) == 0)
44121 {
44122 Vector2
val = Vector2.UnitX.RotatedBy(Main.rand.NextFloat() * ((float)
Math.PI * 2
f));
44125 Vector2
vector13 =
val.RotatedBy(0.7853981852531433);
44129 Main.dust[
num6].noGravity =
true;
44130 Main.dust[
num6].scale = 0.3f;
44131 Main.dust[
num6].fadeIn = Main.rand.NextFloat() * 1.2f *
scale;
44137 obj2.position += Main.dust[
num6].velocity * -5
f;
44139 {
44140 Dust dust = Dust.CloneDust(
num6);
44142 dust.fadeIn *= 0.85f;
44143 dust.color = new Color(255, 255, 255, 255);
44144 }
44145 }
44146 }
44147 }
44149 {
44150 for (
int j = 0;
j < 3;
j++)
44151 {
44152 if (Main.rand.Next(2) == 0)
44153 {
44154 Vector2
val2 = Vector2.UnitX.RotatedBy(Main.rand.NextFloat() * ((
float)
Math.PI * 2
f));
44157 Vector2
vector16 =
val2.RotatedBy(0.7853981852531433);
44161 Main.dust[
num7].noGravity =
true;
44162 Main.dust[
num7].scale = 0.3f;
44163 Main.dust[
num7].fadeIn = Main.rand.NextFloat() * 1.2f *
scale;
44168 {
44171 dust2.fadeIn *= 0.85f;
44172 dust2.color = new Color(255, 255, 255, 255);
44173 }
44174 }
44175 }
44176 }
44178 {
44180 {
44181 if (Main.rand.Next(4) == 0)
44182 {
44183 Vector2
vector17 = Vector2.UnitX.RotatedBy(Main.rand.NextFloat() * ((
float)
Math.PI * 2
f) + (
float)
Math.PI / 2
f) * ((float)
num3 *
scale);
44186 {
44190 }
44191 }
44192 }
44194 {
44196 {
44197 Vector2
vector10 = Vector2.UnitX.RotatedBy((
float)Math.PI * 2
f *
num9);
44202 {
44203 PositionInWorld =
center,
44207 {
44208 PositionInWorld =
center,
44211 }
44212 }
44213 }
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
int width
The width of this Entity's hitbox, in pixels.
static void RequestParticleSpawn(bool clientOnly, ParticleOrchestraType type, ParticleOrchestraSettings settings, int? overrideInvokingPlayerIndex=null)
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....
float scale
Scales how large the projectile will be drawn. Will also affect the hitbox (F:Terraria....