47725 {
47726
47727
47728
47729
47730
47731
47732
47733
47734
47735
47736
47737
47738
47739
47740
47741
47742
47743
47744
47745
47747 if (!player.active || player.dead || !player.hasTitaniumStormBuff)
47748 {
47750 return;
47751 }
47753 {
47755 frame = Main.rand.Next(12);
47757 }
47760 float f = ((float)index / (
float)
totalIndexesInGroup + player.miscCounterNormalized * 6
f) * ((
float)Math.PI * 2
f);
47762 Vector2
vector = player.position - player.oldPosition;
47764 Vector2
vector2 =
f.ToRotationVector2();
47766 Vector2 value = player.Center +
vector2 *
new Vector2(1
f, 0.05
f) *
num;
47767 base.Center = Vector2.Lerp(
base.Center, value, 0.3f);
47768 }
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T:Terraria....
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...
void AI_GetMyGroupIndexAndFillBlackList(List< int > blackListedTargets, out int index, out int totalIndexesInGroup)
int frameCounter
Used as a timer to decide when to change F:Terraria.Projectile.frame. Defaults to 0.