77164 {
77165
77166
77167
77168
77169
77170
77171
77172
77173
77174
77175
77176
77177
77178
77179
77180
77181
77182
77183
77184
77185
77186
77187
77188
77189
77190
77191
77192
77193
77195 {
77197 }
77200 {
77202 }
77203 else
77204 {
77205 activeSound.Position =
base.Center;
77206 }
77209 {
77212 {
77214 }
77215 }
77216 else
77217 {
77220 {
77222 }
77223 }
77226 {
77229 {
77231 }
77232 }
77234 {
77236 }
77240 {
77242 }
77243 if (
ai[0] >= 10
f &&
ai[0] < 34
f)
77244 {
77246 float num =
ai[0] / 60
f;
77248 for (
int i = 0; (float)i <
num2; i++)
77249 {
77250 Dust dust = Dust.NewDustDirect(
base.Center, 14, 14, 228, 0
f, 0
f, 110);
77252 dust.position = base.Center +
vector.RotatedBy(
num * ((
float)
Math.PI * 2
f) * 2
f + (float)i /
num2 * ((
float)Math.PI * 2
f)) * 7
f;
77253 dust.scale = 1
f + 0.6f * Main.rand.NextFloat();
77254 dust.velocity +=
vector * 3
f;
77255 dust.noGravity = true;
77256 }
77257 }
77258 }
static ? ActiveSound GetActiveSound(SlotId slotId)
static SlotId PlayTrackedSound(in SoundStyle style, Vector2? position=null)
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
static readonly SoundStyle DD2_GhastlyGlaiveImpactGhost
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
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....
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.