75388 {
75389
75390
75391
75392
75393
75394
75395
75396
75397
75398
75399
75400
75401
75402
75403
75404
75405
75406
75407
75408
75409
75410
75411
75412
75413
75414
75415
75416
75426 if (Main.player[
owner].setSquireT2)
75427 {
75429 }
75433 {
75435 }
75437 {
75443 {
75445 }
75446 }
75448 {
75451 if (Main.player[
owner].ballistaPanic &&
ai[1] > 60
f)
75452 {
75454 }
75455 if (Main.player[
owner].ballistaPanic && Main.player[
owner].setSquireT3 &&
ai[1] > 30
f)
75456 {
75458 }
75460 {
75462 }
75463 else
75464 {
75466 }
75469 {
75473 {
75475 }
75476 else
75477 {
75479 }
75481 {
75486 }
75487 }
75488 else
75489 {
75492 {
75494 }
75496 }
75497 }
75498 else if (
ai[0] == 2
f)
75499 {
75501 if (
ai[1] == (
float)
num2)
75502 {
75504 Vector2
vector2 =
default(Vector2);
75508 {
75510 }
75513 {
75515 }
75516 else
75517 {
75519 }
75521 if (
owner == Main.myPlayer)
75522 {
75524 }
75525 }
75527 {
75530 }
75531 }
75534 velocity.Y += 0.2f;
75535 }
static SlotId PlayTrackedSound(in SoundStyle style, Vector2? position=null)
static readonly SoundStyle DD2_BallistaTowerShot
int AI_134_Ballista_FindTarget(float shot_range, float deadBottomAngle, Vector2 shootingSpot)
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
static int GetBallistraShotDelay(Player player)
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()
int frame
The frame number in the spritesheet that this projectile will be drawn with. Assign in M:Terraria....
float knockBack
This will always be set in Projectile.NewProjectile based on the weapons knockback and player stat mo...
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
bool tileCollide
If true, the projectile will collide with tiles, usually bouncing or killing the tile depending on M:...
float rotation
Rotation of the projectile. Radians not Degrees. Use T:Microsoft.Xna.Framework.MathHelper if you want...
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...