21278 {
21279
21280
21281
21282
21283
21284
21286 {
21287 return;
21288 }
21290 {
21291 velocity.Y -= 0.4f;
21293 }
21294 else if (
type == 469 ||
type == 181)
21295 {
21296 velocity.Y -= 0.2f;
21298 {
21300 }
21301 }
21303 {
21304 velocity.Y -= 0.4f;
21305 }
21307 {
21308 int num = (int)(
base.Center.X / 16
f);
21311 {
21313 }
21315 {
21319 {
21321 }
21325 }
21326 }
21328 {
21332 {
21334 }
21336 {
21341 }
21342 }
21344 {
21346 {
21349 }
21350 velocity.Y -= 0.4f;
21352 {
21354 }
21355 }
21357 {
21359 {
21364 }
21366 {
21368 }
21369 }
21371 {
21373 }
21375 {
21376 velocity.Y -= 0.7f;
21378 {
21380 {
21382 }
21383 if (Main.netMode != 1)
21384 {
21385 NPC.unlockedSlimeRainbowSpawn = true;
21386 NetMessage.SendData(7);
21390 obj.netUpdate = true;
21391 WorldGen.CheckAchievement_RealEstateAndTownSlimes();
21392 }
21393 }
21394 else
21395 {
21397 }
21398 }
21400 {
21402 {
21404 }
21405 velocity.Y -= 0.5f;
21406 }
21408 {
21410 {
21411 velocity.Y *= 0.97f;
21412 }
21413 velocity.Y -= 0.7f;
21415 {
21417 }
21418 }
21419 }
bool wet
The Entity is currently in water. Projectile: Affects movement speed and some projectiles die when ...
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
Vector2 position
The position of this Entity in world coordinates.
int aiStyle
Selects which vanilla code to use for the AI method. Vanilla projectile AI styles are enumerated in t...
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
bool netUpdate
Set manually to true in M:Terraria.ModLoader.ModProjectile.AI once to make it sync its current F:Terr...
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
int timeLeft
Time in ticks before this projectile will naturally despawn. Each update timeLeft is decreased by 1...
bool hostile
If True, this projectile will hurt players and friendly NPCs (F:Terraria.NPC.friendly) Defaults to ...
IEntitySource GetNPCSource_FromThis()