16476 {
16477
16478
16479
16480
16481
16482
16483
16484
16485
16486
16487
16488
16489
16490
16491
16492
16493
16494
16495
16496
16497
16498
16499
16500
16501
16502
16503
16504
16505
16506
16507
16508
16509
16510
16511
16512
16513
16514
16515
16516
16517
16518
16519
16520
16521
16522
16523
16524
16525
16526
16527
16528
16529
16530
16531
16532
16533
16534
16535
16536
16537
16538
16541 {
16543 Main.dust[
num].noGravity =
true;
16544 Dust
obj = Main.dust[
num];
16545 obj.velocity *= 0.7f;
16546 Main.dust[
num].velocity.Y -= 0.5f;
16547 }
16549 {
16551 if (Main.rand.Next(2) == 0)
16552 {
16553 Main.dust[
num7].scale = 1.5f;
16554 }
16555 Main.dust[
num7].noGravity =
true;
16556 Main.dust[
num7].velocity.X *= 2
f;
16557 Main.dust[
num7].velocity.Y *= 2
f;
16558 }
16560 {
16561 return;
16562 }
16563 if (player.meleeEnchant == 1 && Main.rand.Next(3) == 0)
16564 {
16566 Main.dust[
num8].noGravity =
true;
16567 Main.dust[
num8].fadeIn = 1.5f;
16569 obj2.velocity *= 0.25f;
16570 }
16571 if (player.meleeEnchant == 1)
16572 {
16573 if (Main.rand.Next(3) == 0)
16574 {
16576 Main.dust[
num9].noGravity =
true;
16577 Main.dust[
num9].fadeIn = 1.5f;
16579 obj3.velocity *= 0.25f;
16580 }
16581 }
16582 else if (player.meleeEnchant == 2)
16583 {
16584 if (Main.rand.Next(2) == 0)
16585 {
16587 Main.dust[
num10].noGravity =
true;
16589 obj4.velocity *= 0.7f;
16590 Main.dust[
num10].velocity.Y -= 0.5f;
16591 }
16592 }
16593 else if (player.meleeEnchant == 3)
16594 {
16595 if (Main.rand.Next(2) == 0)
16596 {
16598 Main.dust[
num11].noGravity =
true;
16600 obj5.velocity *= 0.7f;
16601 Main.dust[
num11].velocity.Y -= 0.5f;
16602 }
16603 }
16604 else if (player.meleeEnchant == 4)
16605 {
16607 if (Main.rand.Next(2) == 0)
16608 {
16610 Main.dust[
num12].noGravity =
true;
16611 Main.dust[
num12].velocity.X /= 2
f;
16612 Main.dust[
num12].velocity.Y /= 2
f;
16613 }
16614 }
16615 else if (player.meleeEnchant == 5)
16616 {
16617 if (Main.rand.Next(2) == 0)
16618 {
16621 Main.dust[
num13].velocity.Y += 0.2f;
16622 Main.dust[
num13].noGravity =
true;
16623 }
16624 }
16625 else if (player.meleeEnchant == 6)
16626 {
16627 if (Main.rand.Next(2) == 0)
16628 {
16631 Main.dust[
num14].velocity.Y += 0.2f;
16632 Main.dust[
num14].noGravity =
true;
16633 }
16634 }
16635 else if (player.meleeEnchant == 7)
16636 {
16639 {
16641 }
16642 if (Main.rand.Next(20) == 0)
16643 {
16644 int num2 = Main.rand.Next(139, 143);
16646 Main.dust[
num3].velocity.X *= 1
f + (float)Main.rand.Next(-50, 51) * 0.01f;
16647 Main.dust[
num3].velocity.Y *= 1
f + (float)Main.rand.Next(-50, 51) * 0.01f;
16648 Main.dust[
num3].velocity.X += (float)Main.rand.Next(-50, 51) * 0.05f;
16649 Main.dust[
num3].velocity.Y += (float)Main.rand.Next(-50, 51) * 0.05f;
16650 Main.dust[
num3].scale *= 1
f + (float)Main.rand.Next(-30, 31) * 0.01f;
16651 }
16652 if (Main.rand.Next(40) == 0)
16653 {
16654 int num4 = Main.rand.Next(276, 283);
16656 Main.gore[
num5].velocity.X *= 1
f + (float)Main.rand.Next(-50, 51) * 0.01f;
16657 Main.gore[
num5].velocity.Y *= 1
f + (float)Main.rand.Next(-50, 51) * 0.01f;
16658 Main.gore[
num5].scale *= 1
f + (float)Main.rand.Next(-20, 21) * 0.01f;
16659 Main.gore[
num5].velocity.X += (float)Main.rand.Next(-50, 51) * 0.05f;
16660 Main.gore[
num5].velocity.Y += (float)Main.rand.Next(-50, 51) * 0.05f;
16661 }
16662 }
16663 else if (player.meleeEnchant == 8 && Main.rand.Next(4) == 0)
16664 {
16666 Main.dust[
num6].noGravity =
true;
16667 Main.dust[
num6].fadeIn = 1.5f;
16669 obj6.velocity *= 0.25f;
16670 }
16671 }
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
Vector2 position
The position of this Entity in world coordinates.
static bool[] IsAWhip
If true for a given projectile type (F:Terraria.Projectile.type), then that projectile will use whip ...
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
bool friendly
If True, this projectile will hurt enemies (!F:Terraria.NPC.friendly) Defaults to false.
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
int extraUpdates
Additional update steps per tick. Useful for really fast projectiles such as Shadowbeam Staff....
bool hostile
If True, this projectile will hurt players and friendly NPCs (F:Terraria.NPC.friendly) Defaults to ...