52159 {
52160
52161
52162
52163
52164
52165
52166
52167
52168
52169
52170
52171
52172
52173
52174
52175
52176
52177
52178
52179
52180
52181
52182
52183
52184
52185
52186
52187
52188
52189
52190
52191
52192
52193
52194
52195
52196
52197
52198
52199
52200
52201
52202
52203
52206 Rectangle value = Utils.CenteredRectangle(
center,
new Vector2(1600
f, 800
f));
52207 int num = Main.player[
owner].ownedProjectileCounts[831] + 1;
52208 for (int i = 0; i < 200; i++)
52209 {
52211 if (
nPC.CanBeChasedBy(
this))
52212 {
52214 if (((Rectangle)(
ref hitbox)).Intersects(value))
52215 {
52217 }
52218 }
52219 }
52220 if (list.Count == 0)
52221 {
52222 return false;
52223 }
52225 for (
int j = 1;
j < list.Count;
j++)
52226 {
52227 if (Vector2.Distance(
nPC2.Center,
center) > Vector2.Distance(list[
j].Center,
center))
52228 {
52230 }
52231 }
52234 if (list.Count > 0)
52235 {
52237 for (
int k = 1;
k < list.Count;
k++)
52238 {
52240 {
52242 }
52243 }
52245 }
52248 {
52250 }
52252 while (list.Count > 0 &&
list2.Count <
num - 1)
52253 {
52254 int index = Main.rand.Next(list.Count);
52255 Vector2
vector = list[index].velocity * 4
f * (float)(
num2 + 1);
52257 list.RemoveAt(index);
52259 }
52261 {
52263 }
52265 {
52267 }
52271 for (
int l = 0;
l <
list2.Count;
l++)
52272 {
52279 {
52281 }
52285 }
52290 return true;
52291 }
float Distance(Vector2 Other)
int width
The width of this Entity's hitbox, in pixels.
int height
The height of this Entity's hitbox, in pixels.
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
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....
bool netUpdate
Set manually to true in M:Terraria.ModLoader.ModProjectile.AI once to make it sync its current F:Terr...
IEntitySource GetProjectileSource_FromThis()
static int NewProjectile(IEntitySource spawnSource, Vector2 position, Vector2 velocity, int Type, int Damage, float KnockBack, int Owner=-1, float ai0=0f, float ai1=0f, float ai2=0f)
This particular overload uses a Vector2 instead of X and Y to determine the actual spawn position and...