75556 {
75557
75558
75559
75560
75561
75562
75563
75564
75565
75566
75567
75568
75569
75570
75571
75572
75573
75574
75575
75576
75577
75578
75579
75580
75581
75582
75583
75584
75585
75586
75587
75588
75589
75590
75591
75592
75593
75594
75595
75596
75597
75598
75599
75602 {
75604 }
75607 {
75609 return;
75610 }
75613 base.Size =
new Vector2(16
f, 16
f) *
MathHelper.Lerp(5
f,
num, Utils.GetLerpValue(0
f, 9
f,
ai[0]));
75615 Point point =
base.TopLeft.ToTileCoordinates();
75616 Point
point2 =
base.BottomRight.ToTileCoordinates();
75617 int num2 = point.X / 2 + point2.X / 2;
75619 if ((
int)
ai[0] % 3 != 0)
75620 {
75621 return;
75622 }
75623 int num4 = (int)
ai[0] / 3;
75624 for (
int i = point.X; i <=
point2.X; i++)
75625 {
75626 for (
int j = point.Y;
j <=
point2.Y;
j++)
75627 {
75628 if (Vector2.Distance(
base.Center,
new Vector2((
float)(i * 16), (
float)(
j * 16))) > (float)
num3)
75629 {
75630 continue;
75631 }
75634 {
75635 continue;
75636 }
75639 {
75640 continue;
75641 }
75643 for (
int k = 0;
k <
num5;
k++)
75644 {
75646 obj.velocity.Y -= 3
f + (float)
num4 * 1.5
f;
75647 obj.velocity.Y *= Main.rand.NextFloat();
75648 obj.velocity.Y *= 0.75f;
75649 obj.scale += (float)
num4 * 0.03
f;
75650 }
75652 {
75654 {
75655 Color
newColor =
NPC.AI_121_QueenSlime_GetDustColor();
75657 for (
int l = 0;
l <
num5 - 1;
l++)
75658 {
75660 Main.dust[
num6].velocity.Y -= 0.1f + (float)
num4 * 0.5
f;
75661 Main.dust[
num6].velocity.Y *= Main.rand.NextFloat();
75662 Main.dust[
num6].velocity.X *= Main.rand.NextFloatDirection() * 3
f;
75663 Main.dust[
num6].position =
new Vector2((
float)(i * 16 + Main.rand.Next(16)), (
float)(
j * 16 + Main.rand.Next(16)));
75664 if (Main.rand.Next(3) != 0)
75665 {
75667 obj2.velocity *= 0.5f;
75668 Main.dust[
num6].noGravity =
true;
75669 }
75670 }
75671 }
75672 else
75673 {
75674 for (
int m = 0;
m <
num5 - 1;
m++)
75675 {
75677 obj3.velocity.Y -= 1
f + (float)
num4;
75678 obj3.velocity.Y *= Main.rand.NextFloat();
75679 obj3.velocity.Y *= 0.75f;
75680 }
75681 }
75682 }
75683 if (
num5 <= 0 || Main.rand.Next(3) == 0)
75684 {
75685 continue;
75686 }
75689 {
75690 Color
newColor2 =
NPC.AI_121_QueenSlime_GetDustColor();
75692 for (
int n = 0;
n < 3;
n++)
75693 {
75696 Main.dust[
num8].velocity.Y *= Main.rand.NextFloat();
75697 Main.dust[
num8].velocity.X *= Main.rand.NextFloatDirection() * 3
f;
75698 Main.dust[
num8].position =
new Vector2((
float)(i * 16 + 20), (
float)(
j * 16 + 20));
75699 if (Main.rand.Next(3) != 0)
75700 {
75702 obj4.velocity *= 0.5f;
75703 Main.dust[
num8].noGravity =
true;
75704 }
75705 }
75706 }
75707 else
75708 {
75709 Gore gore = Gore.NewGoreDirect(
position, Vector2.Zero, 61 + Main.rand.Next(3), 1
f - (
float)
num4 * 0.15f +
num7 * 0.5f);
75710 gore.velocity.Y -= 0.1f + (float)
num4 * 0.5
f +
num7 * (
float)
num4 * 1
f;
75711 gore.velocity.Y *= Main.rand.NextFloat();
75712 gore.position =
new Vector2((
float)(i * 16 + 20), (
float)(
j * 16 + 20));
75713 }
75714 }
75715 }
75716 }
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
Vector2 position
The position of this Entity in world coordinates.
int width
The width of this Entity's hitbox, in pixels.
int height
The height of this Entity's hitbox, in pixels.
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...