55753 {
55754
55755
55756
55757
55758
55759
55760
55761
55762
55763
55764
55765
55766
55767
55768
55769
55770
55771
55772
55773
55774
55775
55776
55777
55778
55779
55780
55781
55782
55783
55784
55785
55786
55787
55788
55789
55790
55791
55792
55793
55794
55795
55796
55797
55798
55799
55800
55801
55802
55803
55804
55805
55806
55807
55808
55809
55810
55811
55812
55813
55814
55815
55816
55817
55818
55819
55820
55821
55822
55823
55824
55825
55826
55838 {
55839 case 0:
55841 {
55842 velocity.Y += 0.12f;
55844 }
55846 {
55848 }
55850 {
55852 }
55853 break;
55854 case 1:
55855 {
55857 {
55859 }
55861 {
55862 velocity.Y += 0.25f;
55863 }
55865 {
55867 }
55869 {
55870 break;
55871 }
55874 {
55876 }
55878 {
55879 break;
55880 }
55883 {
55887 int num19 = Dust.NewDust(
base.Center, 0, 0, 267, 0
f, 0
f, 0, Color.Lerp(
GetCeleb2Color(), Color.White, Main.rand.NextFloat() * 0.3f));
55888 Main.dust[
num19].scale = 0.9f;
55889 Main.dust[
num19].fadeIn = 1.1f;
55890 Main.dust[
num19].noGravity =
true;
55894 obj.velocity *=
scale;
55896 {
55898 }
55899 }
55900 break;
55901 }
55902 case 2:
55904 {
55905 velocity.Y += 0.15f;
55906 }
55908 {
55910 }
55911 break;
55912 case 3:
55913 {
55916 {
55920 }
55922 {
55924 {
55925 velocity.Y += 0.15f;
55926 }
55928 {
55930 }
55931 }
55933 {
55934 break;
55935 }
55942 {
55943 for (int i = 0; i < 200; i++)
55944 {
55945 if (Main.npc[i].CanBeChasedBy(
this) && (
ai[
num16] == 0
f ||
ai[
num16] == (float)(i + 1)))
55946 {
55947 float num5 = Main.npc[i].position.X + (float)(Main.npc[i].width / 2);
55948 float num6 = Main.npc[i].position.Y + (float)(Main.npc[i].height / 2);
55950 if (
num7 <
num3 && Collision.CanHit(
new Vector2(
position.X + (
float)(
width / 2),
position.Y + (
float)(
height / 2)), 1, 1, Main.npc[i].position, Main.npc[i].width, Main.npc[i].height))
55951 {
55957 }
55958 }
55959 }
55961 {
55963 }
55965 }
55967 {
55970 {
55971 float num9 = Main.npc[
num8].position.X + (float)(Main.npc[
num8].width / 2);
55972 float num10 = Main.npc[
num8].position.Y + (float)(Main.npc[
num8].height / 2);
55974 {
55976 num22 = Main.npc[
num8].position.X + (float)(Main.npc[
num8].width / 2);
55977 num2 = Main.npc[
num8].position.Y + (float)(Main.npc[
num8].height / 2);
55978 }
55979 }
55980 }
55982 {
55984 }
55986 {
55988 Vector2
vector2 =
default(Vector2);
55997 velocity.X = (velocity.X * (float)(
num15 - 1) +
num12) / (
float)
num15;
55998 velocity.Y = (velocity.Y * (float)(
num15 - 1) +
num13) / (
float)
num15;
55999 }
56000 break;
56001 }
56002 case 4:
56003 {
56005 {
56007 }
56008 float x =
velocity.SafeNormalize(Vector2.Zero).RotatedBy(
localAI[
num] * ((
float)Math.PI / 45
f)).X;
56009 Vector2
vector =
velocity.SafeNormalize(Vector2.Zero).RotatedBy(1.5707963705062866);
56013 {
56014 velocity.Y += 0.04f;
56015 }
56017 {
56019 }
56020 break;
56021 }
56022 case 5:
56024 {
56025 velocity.Y += 0.08f;
56026 }
56028 {
56030 }
56031 break;
56032 case 6:
56034 {
56035 velocity.Y += 0.1f;
56036 }
56038 {
56040 }
56041 break;
56042 }
56043 }
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 maxPenetrate
How many npc can this projectile hit before dying. (Or tile bounces) Automatically set at the end o...
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
int penetrate
The remaining number of npc can this projectile hit before dying. (Or tile bounces)....
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....
bool friendly
If True, this projectile will hurt enemies (!F:Terraria.NPC.friendly) Defaults to false.
float rotation
Rotation of the projectile. Radians not Degrees. Use T:Microsoft.Xna.Framework.MathHelper if you want...
float scale
Scales how large the projectile will be drawn. Will also affect the hitbox (F:Terraria....