47575 {
47576
47577
47578
47579
47580
47581
47582
47583
47584
47585
47586
47587
47588
47589
47590
47591
47592
47593
47594
47595
47596
47597
47598
47599
47600
47601
47602
47603
47604
47605
47606
47607
47608
47609
47610
47611
47612
47613
47614
47615
47616
47617
47618
47619
47620
47621
47622
47623
47624
47625
47626
47627
47628
47629
47630
47631
47632
47633
47634
47635
47636
47637
47638
47639
47640
47641
47642
47643
47644
47645
47646
47647
47648
47649
47650
47651
47652
47653
47654
47655
47656
47657
47658
47659
47660
47661
47662
47663
47664
47665
47666
47667
47668
47670 {
47672 for (int i = 0; i < 4; i++)
47673 {
47675 Main.dust[
num].position = base.Center + Vector2.UnitY.RotatedByRandom(3.1415927410125732) * (float)Main.rand.NextDouble() * (float)
width / 2
f;
47676 }
47677 for (
int j = 0;
j < 30;
j++)
47678 {
47680 Main.dust[
num2].position = base.Center + Vector2.UnitY.RotatedByRandom(3.1415927410125732) * (float)Main.rand.NextDouble() * (float)
width / 2
f;
47681 Main.dust[
num2].noGravity =
true;
47683 obj.velocity *= 3
f;
47685 Main.dust[
num2].position = base.Center + Vector2.UnitY.RotatedByRandom(3.1415927410125732) * (float)Main.rand.NextDouble() * (float)
width / 2
f;
47687 obj2.velocity *= 2
f;
47688 Main.dust[
num2].noGravity =
true;
47689 Main.dust[
num2].fadeIn = 2.5f;
47690 }
47691 for (
int k = 0;
k < 10;
k++)
47692 {
47694 Main.dust[
num3].position = base.Center + Vector2.UnitX.RotatedByRandom(3.1415927410125732).RotatedBy(
velocity.ToRotation()) * (
float)
width / 2
f;
47695 Main.dust[
num3].noGravity =
true;
47697 obj3.velocity *= 3
f;
47698 }
47699 for (
int l = 0;
l < 10;
l++)
47700 {
47702 Main.dust[
num4].position = base.Center + Vector2.UnitX.RotatedByRandom(3.1415927410125732).RotatedBy(
velocity.ToRotation()) * (
float)
width / 2
f;
47703 Main.dust[
num4].noGravity =
true;
47705 obj4.velocity *= 3
f;
47706 }
47707 for (
int m = 0;
m < 2;
m++)
47708 {
47709 int num5 = Gore.NewGore(
position +
new Vector2((
float)(
width * Main.rand.Next(100)) / 100
f, (
float)(
height * Main.rand.Next(100)) / 100
f) - Vector2.One * 10
f,
default(Vector2), Main.rand.Next(61, 64));
47710 Main.gore[
num5].position = base.Center + Vector2.UnitY.RotatedByRandom(3.1415927410125732) * (float)Main.rand.NextDouble() * (float)
width / 2
f;
47712 obj5.velocity *= 0.3f;
47713 Main.gore[
num5].velocity.X += (float)Main.rand.Next(-10, 11) * 0.05f;
47714 Main.gore[
num5].velocity.Y += (float)Main.rand.Next(-10, 11) * 0.05f;
47715 }
47716 }
47719 {
47721 }
47722 }
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.
int width
The width of this Entity's hitbox, in pixels.
int height
The height of this Entity's hitbox, in pixels.
static readonly SoundStyle Item14
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T:Terraria....