54072 {
54073
54074
54075
54076
54077
54078
54079
54080
54081
54082
54083
54084
54085
54086
54087
54088
54089
54090
54097 {
54098 if (player.dead)
54099 {
54100 player.batsOfLight = false;
54101 }
54102 if (player.batsOfLight)
54103 {
54105 }
54107 DelegateMethods.v3_1 = ((Color)(
ref val)).ToVector3();
54108 Point point =
base.Center.ToTileCoordinates();
54109 DelegateMethods.CastLightOpen(point.X, point.Y);
54111 {
54113 if (++
frame >= Main.projFrames[
type] - 1)
54114 {
54116 }
54117 }
54118 int num2 = player.direction;
54120 {
54122 }
54124 }
54126 {
54127 if (player.dead)
54128 {
54129 player.empressBlade = false;
54130 }
54131 if (player.empressBlade)
54132 {
54134 }
54136 DelegateMethods.v3_1 = ((Color)(
ref val)).ToVector3();
54137 Point
point2 =
base.Center.ToTileCoordinates();
54139 }
54142 }
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
static List< int > _ai156_blacklistedTargets
int frame
The frame number in the spritesheet that this projectile will be drawn with. Assign in M:Terraria....
void AI_156_Think(List< int > blacklist)
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
int timeLeft
Time in ticks before this projectile will naturally despawn. Each update timeLeft is decreased by 1...
int frameCounter
Used as a timer to decide when to change F:Terraria.Projectile.frame. Defaults to 0.