76158 {
76159
76160
76161
76162
76163
76164
76165
76166
76167
76168
76169
76170
76176 {
76177 case 692:
76179 break;
76180 case 693:
76182 break;
76183 }
76184 Lighting.AddLight(
base.Center, 0.6f, 0.5f, 0.3f);
76186 {
76189 {
76191 }
76192 }
76194 {
76196 }
76198 {
76201 Rectangle
rectangle = Utils.CenteredRectangle(
base.Center +
new Vector2(0
f, (
float)(-
num2)),
new Vector2((
float)(
num2 * 3)));
76202 for (int i = 0; i < 200; i++)
76203 {
76206 {
76208 break;
76209 }
76210 }
76212 {
76216 }
76217 }
76219 velocity.Y += 0.2f;
76220 }
static SlotId PlayTrackedSound(in SoundStyle style, Vector2? position=null)
static readonly SoundStyle DD2_ExplosiveTrapExplode
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
int damage
This will always be set in Projectile.NewProjectile based on the weapons damage and player stat modif...
IEntitySource GetProjectileSource_FromThis()
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 knockBack
This will always be set in Projectile.NewProjectile based on the weapons knockback and player stat mo...
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
bool tileCollide
If true, the projectile will collide with tiles, usually bouncing or killing the tile depending on M:...
static int GetExplosiveTrapCooldown(Player player)
int frameCounter
Used as a timer to decide when to change F:Terraria.Projectile.frame. Defaults to 0.
static int NewProjectile(IEntitySource spawnSource, Vector2 position, Vector2 velocity, int Type, int Damage, float KnockBack, int Owner=-1, float ai0=0f, float ai1=0f, float ai2=0f)
This particular overload uses a Vector2 instead of X and Y to determine the actual spawn position and...