13812 {
13813
13815 {
13816 return;
13817 }
13818 Rectangle value = default(Rectangle);
13819 ((Rectangle)(
ref value)).
_002Ector((
int)Main.player[
j].position.X, (int)Main.player[
j].position.Y, Main.player[
j].width, Main.player[
j].height);
13821 {
13822 return;
13823 }
13824 if (Main.player[
j].position.X + (
float)(Main.player[
j].width / 2) <
position.X + (
float)(
width / 2))
13825 {
13827 }
13828 else
13829 {
13831 }
13832 int num = Main.DamageVar(
damage, 0
f - Main.player[
j].luck);
13836 {
13839 }
13841 {
13843 }
13847 {
13849 }
13851 {
13852 Main.player[
j].trapDebuffSource =
true;
13853 if (Main.player[
j].dead)
13854 {
13856 }
13857 }
13858 }
static PlayerDeathReason ByProjectile(int playerIndex, int projectileIndex)
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
Vector2 position
The position of this Entity in world coordinates.
int width
The width of this Entity's hitbox, in pixels.
static void HandleSpecialEvent(Player player, int eventID)
static bool[] RocketsSkipDamageForPlayers
If true for a given projectile type (F:Terraria.Projectile.type), then that projectile,...
static bool[] IsAGravestone
If true for a given projectile type (F:Terraria.Projectile.type), then that projectile handles player...
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
int aiStyle
Selects which vanilla code to use for the AI method. Vanilla projectile AI styles are enumerated in t...
int damage
This will always be set in Projectile.NewProjectile based on the weapons damage and player stat modif...
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
int ArmorPenetration
The number of defense points that this projectile can ignore on its own. Cannot be set to negative va...
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
bool ownerHitCheck
If true, then this projectile will only deal damage if its owner has line of sight to the hit....
int timeLeft
Time in ticks before this projectile will naturally despawn. Each update timeLeft is decreased by 1...
bool trap
If true, this projectile was spawned by a trap tile.
bool CanHitWithMeleeWeapon(Entity ent)