50812 {
50813
50814
50815
50816
50817
50818
50819
50820
50821
50822
50823
50824
50825
50826
50827
50828
50829
50830
50831
50832
50833
50834
50835
50836
50837
50838
50839
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50841
50842
50843
50844
50845
50846
50847
50848
50849
50850
50851
50852
50853
50854
50855
50856
50857
50858
50859
50860
50861
50862
50863
50864
50865
50866
50867
50868
50869
50870
50871
50872
50873
50874
50875
50876
50877
50878
50879
50880
50881
50882
50883
50884
50885
50886
50887
50888
50889
50890
50891
50892
50893
50894
50895
50896
50897
50898
50899
50900
50901
50902
50903
50904
50905
50906
50907
50908
50909
50910
50911
50912
50913
50914
50915
50916
50917
50918
50919
50920
50921
50922
50923
50924
50925
50926
50927
50928
50929
50930
50931
50932
50933
50934
50935
50936
50937
50938
50939
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50941
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50944
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50946
50947
50948
50949
50950
50951
50952
50953
50954
50955
50956
50957
50958
50959
50960
50961
50962
50963
50964
50965
50966
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50969
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50971
50972
50973
50974
50975
50976
50977
50978
50979
50980
50981
50982
50983
50984
50985
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50987
50988
50989
50990
50991
50992
50993
50994
50995
50996
50997
50998
50999
51000
51001
51002
51003
51004
51005
51006
51007
51008
51009
51010
51011
51012
51013
51014
51015
51016
51017
51018
51019
51020
51021
51022
51023
51024
51025
51026
51027
51028
51029
51030
51031
51032
51033
51034
51035
51036
51041 base.Center = Main.GetPlayerArmPosition(
this) +
velocity * (
ai[0] - 1
f);
51044 {
51046 return;
51047 }
51048 player.heldProj =
whoAmI;
51049 player.MatchItemTimeToItemAnimation();
51051 {
51056 }
51058 {
51059 case 848:
51060 {
51063 if (
num5 > 0.1
f && Main.rand.NextFloat() <
num5 / 2
f)
51064 {
51068 int num6 = Dust.NewDust(
r4.TopLeft(),
r4.Width,
r4.Height, 172, 0
f, 0
f, 100,
default(Color), 1.5f);
51069 Main.dust[
num6].noGravity =
true;
51070 Main.dust[
num6].velocity.X /= 2
f;
51071 Main.dust[
num6].velocity.Y /= 2
f;
51072 }
51073 break;
51074 }
51075 case 847:
51076 {
51078 if (Utils.GetLerpValue(0.1f, 0.7f,
t2,
clamped:
true) * Utils.GetLerpValue(0.9
f, 0.7
f,
t2,
clamped:
true) > 0.5
f && Main.rand.Next(3) != 0)
51079 {
51085 if (Main.rand.Next(3) == 0)
51086 {
51088 }
51089 Dust
dust14 = Dust.NewDustDirect(
r2.TopLeft(),
r2.Width,
r2.Height,
num3, 0
f, 0
f, 100, Color.White);
51091 dust14.fadeIn = 0.3f;
51093 dust14.noGravity = true;
51094 dust14.velocity *= 0.5f;
51095 dust14.velocity +=
spinningpoint.RotatedBy((
float)player.direction * ((
float)
Math.PI / 2
f));
51096 dust14.velocity *= 0.5f;
51097 }
51098 break;
51099 }
51100 case 849:
51101 {
51105 if (
num4 > 0.4
f && Main.rand.Next(9) != 0)
51106 {
51111 Dust
dust15 = Dust.NewDustDirect(
r3.TopLeft(),
r3.Width,
r3.Height, 191, 0
f, 0
f, 0,
default(Color), 1.3f);
51112 dust15.noGravity = true;
51114 if (Main.rand.Next(2) == 0)
51115 {
51117 {
51119 PositionInWorld = ((Rectangle)(
ref r3)).
Center.ToVector2()
51121 }
51122 Lighting.AddLight(((Rectangle)(
ref r3)).Center.ToVector2(),
new Vector3(0.2
f, 0
f, 0.4
f));
51123 }
51124 break;
51125 }
51126 case 915:
51127 {
51130 {
51135 Dust
dust12 = Dust.NewDustDirect(
r6.TopLeft(),
r6.Width,
r6.Height, 267, 0
f, 0
f, 0, Main.hslToRgb(player.miscCounterNormalized * 9
f % 1
f, 1
f, 0.5f), 1.3f);
51136 dust12.velocity *= Main.rand.NextFloat() * 0.8f;
51137 dust12.noGravity = true;
51138 dust12.scale = 0.9f + Main.rand.NextFloat() * 0.9f;
51139 dust12.fadeIn = Main.rand.NextFloat() * 0.9f;
51141 if (
dust12.dustIndex != 6000)
51142 {
51144 dust19.scale /= 2
f;
51145 dust19.fadeIn *= 0.85f;
51146 dust19.color = new Color(255, 255, 255, 255);
51147 }
51148 }
51149 break;
51150 }
51151 case 914:
51152 {
51155 if (
num8 > 0.1
f && Main.rand.NextFloat() <
num8 / 2
f)
51156 {
51161 Dust
dust20 = Dust.NewDustDirect(
r7.TopLeft(),
r7.Width,
r7.Height, 39, 0
f, 0
f, 0,
default(Color), 1.2f);
51162 dust20.noGravity = Main.rand.Next(3) == 0;
51164 }
51165 break;
51166 }
51167 case 952:
51168 {
51171 if (
num9 > 0.15
f && Main.rand.NextFloat() <
num9)
51172 {
51177 Dust
dust10 = Dust.NewDustDirect(
r8.TopLeft(),
r8.Width,
r8.Height, 26, 0
f, 0
f, 0,
default(Color), 0.7f);
51178 dust10.noGravity = Main.rand.Next(3) == 0;
51180 {
51181 dust10.scale += 0.4f;
51182 }
51184 }
51185 break;
51186 }
51187 case 912:
51188 {
51191 if (!(
num7 > 0.1
f) || !(Main.rand.NextFloat() <
num7 / 2
f))
51192 {
51193 break;
51194 }
51199 for (
int j = 0;
j < 3;
j++)
51200 {
51201 Dust
dust16 = Dust.NewDustDirect(
r5.TopLeft(),
r5.Width,
r5.Height, 16, 0
f, 0
f, 0,
default(Color), 1.2f);
51202 dust16.noGravity = true;
51204 }
51205 for (
int k = 0;
k < 1;
k++)
51206 {
51207 Dust
dust17 = Dust.NewDustDirect(
r5.TopLeft(),
r5.Width,
r5.Height, 13, 0
f, 0
f, 0,
default(Color), 0.8f);
51209 }
51210 for (
int l = 0;
l < 3;
l++)
51211 {
51212 if (Main.rand.Next(2) != 0)
51213 {
51214 Dust
dust18 = Dust.NewDustDirect(
r5.TopLeft(),
r5.Width,
r5.Height, 261, 0
f, 0
f, 0, Color.Transparent, 0.8f);
51216 dust18.velocity *= 0.3f;
51217 dust18.noGravity = true;
51218 }
51219 }
51220 Lighting.AddLight(((Rectangle)(
ref r5)).
Center.ToVector2(),
new Vector3(0.1
f, 0.1
f, 0.2
f));
51221 break;
51222 }
51223 case 913:
51224 {
51227 if (!(
num > 0.1
f) || !(Main.rand.NextFloat() <
num))
51228 {
51229 break;
51230 }
51235 for (int i = 0; i < 3; i++)
51236 {
51237 if (Main.rand.Next(3) != 0)
51238 {
51239 continue;
51240 }
51241 if (Main.rand.Next(7) == 0)
51242 {
51243 Dust
dust13 = Dust.NewDustDirect(
r.TopLeft(),
r.Width,
r.Height, 31);
51244 dust13.velocity.X /= 2
f;
51245 dust13.velocity.Y /= 2
f;
51247 dust13.fadeIn = 1
f + Main.rand.NextFloat() * 0.6f;
51248 dust13.noGravity = true;
51249 continue;
51250 }
51251 Dust
dust11 = Dust.NewDustDirect(
r.TopLeft(),
r.Width,
r.Height, 6, 0
f, 0
f, 0,
default(Color), 1.2f);
51253 if (Main.rand.Next(3) != 0)
51254 {
51255 dust11.fadeIn = 0.7f + Main.rand.NextFloat() * 0.9f;
51256 dust11.scale = 0.6f;
51257 dust11.noGravity = true;
51258 }
51259 }
51260 break;
51261 }
51262 }
51263 }
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 ...
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
static void RequestParticleSpawn(bool clientOnly, ParticleOrchestraType type, ParticleOrchestraSettings settings, int? overrideInvokingPlayerIndex=null)
static readonly SoundStyle Item153
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....
static void FillWhipControlPoints(Projectile proj, List< Vector2 > controlPoints)
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...
List< Vector2 > WhipPointsForCollision
static void GetWhipSettings(Projectile proj, out float timeToFlyOut, out int segments, out float rangeMultiplier)