46357 {
46358
46359
46360
46361
46362
46363
46364
46365
46366
46367
46368
46369
46370
46371
46372
46373
46374
46375
46376
46377
46378
46379
46380
46381
46382
46383
46384
46385
46386
46387
46388
46389
46390
46391
46392
46393
46394
46395
46396
46397
46398
46399
46400
46402 {
46405 {
46407 }
46408 if (Main.rand.Next(
maxValue) == 0)
46409 {
46411 }
46412 }
46413 else if (
type == 757)
46414 {
46417 {
46419 }
46421 {
46423 }
46424 for (int i = 0; i < 2; i++)
46425 {
46426 if (Main.rand.Next(
num) == 0)
46427 {
46430 dust.fadeIn = 1.3f;
46431 }
46432 }
46435 {
46437 }
46439 {
46440 if (Main.rand.Next(
num) == 0)
46441 {
46442 Dust
dust2 = Dust.NewDustDirect(Vector2.Lerp(Main.player[
owner].Center,
base.Center, Main.rand.NextFloat()) +
new Vector2(-8
f), 16, 16, 5, 0
f, 0
f, 0,
default(Color), 1.3
f);
46444 }
46445 }
46446 }
46447 else if (
type == 26)
46448 {
46450 Main.dust[
num3].noGravity =
true;
46451 Main.dust[
num3].velocity.X /= 2
f;
46452 Main.dust[
num3].velocity.Y /= 2
f;
46453 }
46454 else if (
type == 948 && !
wet)
46455 {
46457 Main.dust[
num4].noGravity =
true;
46458 Main.dust[
num4].velocity.X *= 4
f;
46459 Main.dust[
num4].velocity.Y *= 4
f;
46461 }
46462 else if (
type == 35)
46463 {
46465 Main.dust[
num5].noGravity =
true;
46466 Main.dust[
num5].velocity.X *= 2
f;
46467 Main.dust[
num5].velocity.Y *= 2
f;
46468 }
46469 else if (
type == 154)
46470 {
46472 Main.dust[
num6].noGravity =
true;
46474 obj.velocity *= 0.25f;
46475 }
46476 }
bool wet
The Entity is currently in water. Projectile: Affects movement speed and some projectiles die when ...
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.
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...