53897 {
53898
53899
53900
53901
53902
53903
53904
53905
53906
53907
53908
53909
53910
53911
53912
53913
53914
53915
53916
53917
53918
53919
53920
53921
53922
53923
53924
53925
53926
53927
53928
53929
53930
53931
53932
53933
53934
53935
53936
53937
53938
53939
53940
53941
53942
53943
53944
53945
53946
53947
53948
53949
53950
53951
53952
53953
53954
53955
53956
53957
53958
53959
53971 {
53982 }
53988 {
53992 for (
int i = 0; i <
num3; i++)
53993 {
53994 Dust dust = Dust.NewDustPerfect(
base.Center + Main.rand.NextVector2Circular(24
f, 24
f),
num,
velocity *
num2 *
MathHelper.Lerp(0.2
f, 0.7
f, Main.rand.NextFloat()));
53995 dust.velocity += Main.rand.NextVector2Circular(0.5
f, 0.5
f);
53996 dust.scale = 0.8f + Main.rand.NextFloat() * 0.5f;
53997 }
53998 for (
int j = 0;
j <
num4;
j++)
53999 {
54000 Dust
dust2 = Dust.NewDustPerfect(
base.Center + Main.rand.NextVector2Circular(24
f, 24
f),
num, Main.rand.NextVector2Circular(2
f, 2
f) +
velocity *
num2 *
MathHelper.Lerp(0.2
f, 0.5
f, Main.rand.NextFloat()));
54001 dust2.velocity += Main.rand.NextVector2Circular(0.5
f, 0.5
f);
54002 dust2.scale = 0.8f + Main.rand.NextFloat() * 0.5f;
54004 }
54006 {
54008 }
54009 else
54010 {
54012 }
54013 }
54015 {
54018 for (
int k = 0;
k <
num5;
k++)
54019 {
54021 dust3.velocity += Main.rand.NextVector2Circular(0.5
f, 0.5
f);
54022 dust3.velocity *= 0.5f;
54023 dust3.scale = 0.8f + Main.rand.NextFloat() * 0.5f;
54024 }
54025 }
54027 {
54029 for (
int l = 0;
l <
num6;
l++)
54030 {
54032 dust4.velocity += Main.rand.NextVector2Circular(0.5
f, 0.5
f);
54033 dust4.velocity *= 0.5f;
54034 dust4.scale = 0.8f + Main.rand.NextFloat() * 0.5f;
54035 }
54036 }
54038 {
54040 }
54042 {
54043 Lighting.AddLight(
base.Center,
new Vector3(0.5
f, 0.1
f, 0.1
f) *
scale);
54044 }
54045 }
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 ...
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
static readonly SoundStyle Item60
static readonly SoundStyle DeerclopsIceAttack
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....
int frame
The frame number in the spritesheet that this projectile will be drawn with. Assign in M:Terraria....
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
float rotation
Rotation of the projectile. Radians not Degrees. Use T:Microsoft.Xna.Framework.MathHelper if you want...
float scale
Scales how large the projectile will be drawn. Will also affect the hitbox (F:Terraria....