49583 {
49584
49585
49586
49587
49588
49589
49590
49591
49592
49593
49594
49595
49596
49597
49598
49599
49600
49601
49602
49603
49604
49605
49606
49607
49608
49609
49610
49611
49612
49613
49614
49615
49616
49617
49618
49619
49620
49621
49622
49623
49624
49625
49626
49627
49628
49629
49630
49631
49632
49633
49634
49635
49636
49637
49638
49639
49640
49641
49642
49643
49644
49646 {
49649 return;
49650 }
49654 {
49659 }
49660 Vector2
vector =
default(Vector2);
49668 {
49670 }
49675 {
49677 }
49678 ai[0] += 1
f /
ai[1];
49679 float num4 = Utils.Clamp(
ai[0], 0
f, 1
f);
49682 {
49684 {
49685 if (Main.rand.Next(19) == 0)
49686 {
49688 Dust dust = Dust.NewDustPerfect(
base.Center +
base.Size * Main.rand.NextVector2Square(0
f, 1
f), 278, Main.rand.NextVector2Circular(3
f, 3
f), 100, Color.White * 0.4f);
49689 dust.velocity.Y += -0.6f;
49691 Main.rand.Next(5);
49694 dust.scale = 0.7f;
49695 dust.noGravity = true;
49696 }
49697 }
49698 if (Main.rand.Next(2) == 0)
49699 {
49701 obj.fadeIn = 0.7f;
49702 obj.scale = 0.4f;
49703 obj.velocity +=
velocity * 0.001f;
49704 obj.noLight = true;
49705 }
49706 }
49709 {
49711 }
49712 }
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.
Vector2 DirectionTo(Vector2 Destination)
int height
The height of this Entity's hitbox, in pixels.
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T: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.