50707 {
50708
50709
50710
50711
50712
50715 {
50717 frame = Main.rand.Next(4);
50718 }
50721 {
50723 }
50725 {
50728 {
50730 }
50731 }
50734 {
50736 }
50738 {
50740 Vector3
rgb =
new Vector3(1
f, 0.6
f, 0.1
f) *
num3;
50741 Lighting.AddLight(
base.Center,
rgb);
50744 {
50745 velocity.Y *= 0.99f;
50746 }
50747 else
50748 {
50749 velocity.Y += (float)
Math.Sin((
float)(
timeLeft % 200) / 200
f * ((
float)Math.PI * 2
f)) * 0.25f;
50751 {
50752 velocity.Y *= 0.8f;
50753 }
50755 }
50756 float num4 = Main.WindForVisuals;
50758 {
50760 }
50761 velocity.X += 0.0525f *
num4;
50763 }
50764 else
50765 {
50767 velocity.Y -= 0.025f;
50769 {
50771 }
50773 }
50775 {
50777 }
50779 {
50781 }
50782 }
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
int alpha
How transparent to draw this projectile. 0 to 255. 255 is completely transparent. ExampleBulletsets...
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....
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...
int frameCounter
Used as a timer to decide when to change F:Terraria.Projectile.frame. Defaults to 0.