44216 {
44217
44218
44219
44220
44221
44222
44223
44224
44225
44226
44227
44228
44229
44231 if (Main.player[Main.myPlayer].unlockedBiomeTorches)
44232 {
44234 }
44236 {
44239 }
44241 {
44243 }
44244 else
44245 {
44247 }
44248 int num = (int)
ai[0];
44251 {
44253 if (Main.rand.Next(3) != 0)
44254 {
44255 Main.dust[
num4].noGravity =
true;
44256 }
44258 obj.velocity *= 0.3f;
44260 {
44261 Main.dust[
num4].color =
new Color(Main.DiscoR, Main.DiscoG, Main.DiscoB);
44262 Main.dust[
num4].noGravity =
true;
44263 }
44264 }
44265 }
static SlotId PlaySound(in SoundStyle? style, Vector2? position=null, SoundUpdateCallback? updateCallback=null)
Attempts to play a sound style with the provided sound style (if it's not null), and returns a valid ...
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
Vector2 position
The position of this Entity in world coordinates.
static readonly SoundStyle Item8
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....
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T:Terraria....
bool tileCollide
If true, the projectile will collide with tiles, usually bouncing or killing the tile depending on M:...