43429 {
43430
43431
43432
43433
43434
43435
43436
43437
43438
43439
43440
43441
43442
43443
43444
43445
43446
43447
43448
43449
43451 {
43455 {
43456 soundEffectInstance.Volume *= 0.15f *
ai[0];
43457 }
43458 }
43462 {
43465 {
43467 return;
43468 }
43469 }
43473 Vector2
vector =
f.ToRotationVector2();
43476 {
43477 Dust dust = Dust.NewDustPerfect(Vector2.Lerp(
base.Center -
vector *
num,
base.Center +
vector *
num,
localAI[0] / 36
f), 278,
vector.RotatedBy((
float)
Math.PI * 2
f * Main.rand.NextFloatDirection() * 0.02f) * 8
f * Main.rand.NextFloat(), 0,
new Color(60, 0, 150), 0.7
f *
num2);
43478 dust.noGravity = true;
43479 dust.noLight = (dust.noLightEmittence = true);
43480 }
43481 }
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
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....
float rotation
Rotation of the projectile. Radians not Degrees. Use T:Microsoft.Xna.Framework.MathHelper if you want...
int frameCounter
Used as a timer to decide when to change F:Terraria.Projectile.frame. Defaults to 0.
float scale
Scales how large the projectile will be drawn. Will also affect the hitbox (F:Terraria....
This data type describes in detail how a sound should be played. Passable to the M:Terraria....