49341 {
49342
49343
49344
49345
49346
49347
49348
49349
49350
49351
49352
49353
49354
49355
49356
49357
49358
49359
49360
49361
49362
49365 {
49367 return;
49368 }
49370 {
49372 frame = Main.rand.Next(15);
49373 }
49380 {
49382 }
49384 {
49386 _ = base.Center -
new Vector2((
float)
num2);
49387 if (Main.rand.Next(15) == 0)
49388 {
49389 Dust dust = Dust.NewDustPerfect(
base.Center, 278,
null, 100, Color.Lerp(
GetFirstFractalColor(), Color.White, Main.rand.NextFloat() * 0.3f));
49390 dust.scale = 0.7f;
49391 dust.noGravity = true;
49392 dust.velocity *= 0.5f;
49394 }
49395 }
49396 }
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
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....
Color GetFirstFractalColor()
int frame
The frame number in the spritesheet that this projectile will be drawn with. Assign in M:Terraria....
float rotation
Rotation of the projectile. Radians not Degrees. Use T:Microsoft.Xna.Framework.MathHelper if you want...
int frameCounter
Used as a timer to decide when to change F:Terraria.Projectile.frame. Defaults to 0.