13972 {
13973
13974
13975
13976
13977
13978
13979
13980
13981
13982
13983
13984
13985
13986
13987
13988
13989
13990
13991
13992
13993
13994
13995
13996
13997
13998
13999
14001 {
14002 return;
14003 }
14006 for (int i = 0; i < 200; i++)
14007 {
14010 {
14012 }
14013 }
14015 Vector2
zero = Vector2.Zero;
14016 if (list.Count > 0)
14017 {
14018 NPC nPC2 = list[Main.rand.Next(list.Count)];
14021 }
14022 int num = Main.rand.Next(2) * 2 - 1;
14023 Vector2
vector =
default(Vector2);
14028 }
float Distance(Vector2 Other)
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...
IEntitySource GetProjectileSource_FromThis()
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T:Terraria....
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...