47924 {
47925
47926
47927
47928
47929
47930
47931
47932
47933
47934
47935
47936
47937
47938
47939
47940
47941
47942
47943
47944
47945
47946
47947
47948
47949
47950
47951
47952
47953
47954
47955
47956
47958 bool flag2 =
false;
47961 float num3 = 0.98f;
47962 float value = 0.05f;
47966 {
47971 value = 0.075f;
47974 {
47979 for (int i = 0; i < 3; i++)
47980 {
47981 Dust dust = Dust.NewDustPerfect(
base.Center, 267, Main.rand.NextVector2CircularEdge(3
f, 3
f) * (Main.rand.NextFloat() * 0.5f + 0.5f), 0,
fairyQueenWeaponsColor);
47982 dust.scale *= 1.2f;
47983 dust.noGravity = true;
47984 }
47985 }
47986 }
47988 {
47990 }
47992 {
47994 }
47996 {
47997 float num6 = (float)
Math.Cos((
float)
whoAmI % 6
f / 6
f + position.X / 320
f + position.Y / 160
f);
48000 }
48002 {
48004 if (Main.npc.IndexInRange(
num7) && !Main.npc[
num7].CanBeChasedBy(
this))
48005 {
48009 }
48011 {
48014 {
48018 }
48019 }
48020 }
48022 {
48026 {
48029 }
48031 {
48032 if (Main.npc.IndexInRange(
num9))
48033 {
48035 {
48037 }
48040 }
48041 else
48042 {
48044 }
48045 }
48049 {
48051 }
48052 }
48055 }
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
Vector2 DirectionTo(Vector2 Destination)
Color GetFairyQueenWeaponsColor(float alphaChannelMultiplier=1f, float lerpToWhite=0f, float? rawHueOverride=null)
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...
int alpha
How transparent to draw this projectile. 0 to 255. 255 is completely transparent. ExampleBulletsets...
int FindTargetWithLineOfSight(float maxRange=800f)
Finds the closest NPC to this projectile which can be targeted and which it has line of sight to.
bool friendly
If True, this projectile will hurt enemies (!F:Terraria.NPC.friendly) Defaults to false.
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...
float rotation
Rotation of the projectile. Radians not Degrees. Use T:Microsoft.Xna.Framework.MathHelper if you want...
bool hostile
If True, this projectile will hurt players and friendly NPCs (F:Terraria.NPC.friendly) Defaults to ...