11193 {
11194
11195
11196
11200 {
11201 return;
11202 }
11204 if ((
int)
num2 <= 0 || Main.player[Main.myPlayer].lifeSteal <= 0
f)
11205 {
11206 return;
11207 }
11208 Main.player[Main.myPlayer].lifeSteal -=
num2;
11210 {
11211 return;
11212 }
11215 for (int i = 0; i < 255; i++)
11216 {
11217 if (Main.player[i].active && !Main.player[i].dead && ((!Main.player[
owner].hostile && !Main.player[i].hostile) || Main.player[
owner].team == Main.player[i].team) &&
Distance(Main.player[i].Center) <= 3000
f)
11218 {
11219 int num5 = Main.player[i].statLifeMax2 - Main.player[i].statLife;
11221 {
11224 }
11225 }
11226 }
11227 NewProjectile(
GetProjectileSource_OnHit(
victim, 15), Position.X, Position.Y, 0
f, 0
f, 298, 0, 0
f,
owner,
num4,
num2);
11228 }
float Distance(Vector2 Other)
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
IEntitySource GetProjectileSource_OnHit(Entity victim, int projectileSourceId)
static int NewProjectile(IEntitySource spawnSource, Vector2 position, Vector2 velocity, int Type, int Damage, float KnockBack, int Owner=-1, float ai0=0f, float ai1=0f, float ai2=0f)
This particular overload uses a Vector2 instead of X and Y to determine the actual spawn position and...