42471 {
42472
42473
42474
42476 {
42479 }
42481 {
42483 }
42484 else
42485 {
42487 }
42490 {
42494 {
42496 }
42497 }
42499 {
42501 }
42502 for (int i = 0; i < 1000; i++)
42503 {
42505 {
42506 Projectile projectile = Main.projectile[i];
42507 if (projectile.active && projectile.owner ==
owner && projectile.type ==
type &&
timeLeft > Main.projectile[i].timeLeft && Main.projectile[i].timeLeft > 30)
42508 {
42509 Main.projectile[i].timeLeft = 30;
42510 }
42511 }
42512 }
42514 }
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
int frame
The frame number in the spritesheet that this projectile will be drawn with. Assign in M:Terraria....
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...
float rotation
Rotation of the projectile. Radians not Degrees. Use T:Microsoft.Xna.Framework.MathHelper if you want...
void AI_047_MagnetSphere_TryAttacking()
int frameCounter
Used as a timer to decide when to change F:Terraria.Projectile.frame. Defaults to 0.