45524 {
45525
45526
45527
45528
45529
45530
45531
45532
45533
45534
45535
45536
45537
45538
45539
45540
45541
45542
45543
45548 if (
ai[0] == 1
f ||
ai[0] == 5
f)
45549 {
45551 }
45553 {
45555 }
45557 {
45559 {
45561 }
45564 }
45566 {
45568 {
45570 }
45573 }
45575 {
45585 }
45587 {
45589 for (
int i = 0; i <
num2; i++)
45590 {
45592 }
45594 }
45596 {
45599 }
45601 {
45603 }
45604 }
static SlotId PlaySound(in SoundStyle? style, Vector2? position=null, SoundUpdateCallback? updateCallback=null)
Attempts to play a sound style with the provided sound style (if it's not null), and returns a valid ...
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.
void CreateImpactExplosion(int dustAmountMultiplier, Vector2 explosionOrigin, ref Point scanAreaStart, ref Point scanAreaEnd, int explosionRange, out bool causedShockwaves)
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
bool netUpdate
Set manually to true in M:Terraria.ModLoader.ModProjectile.AI once to make it sync its current F:Terr...
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T:Terraria....
int localNPCHitCooldown
When used in conjunction with F:Terraria.Projectile.usesLocalNPCImmunity, determines how many ticks m...
void CreateImpactExplosion2_FlailTileCollision(Vector2 explosionOrigin, bool causedShockwaves, Vector2 velocityBeforeCollision)