49644 {
49645
49646
49647
49648
49649
49650
49651
49652
49653
49654
49655
49656
49657
49658
49659
49660
49661
49662
49663
49664
49668 {
49670 Main.player[Main.myPlayer].AddCoinLuck(
base.Center,
stack);
49671 NetMessage.SendData(146, -1, -1,
null, 1, (
int)
base.Center.X, (
int)
base.Center.Y,
stack);
49674 }
49676 {
49681 }
49683 {
49688 }
49690 {
49695 }
49697 {
49702 }
49704 {
49705 short num15 = 3461;
49706 num15 = Main.GetMoonPhase()
switch
49707 {
49708 MoonPhase.QuarterAtRight => 5407,
49709 MoonPhase.HalfAtRight => 5405,
49710 MoonPhase.ThreeQuartersAtRight => 5404,
49711 MoonPhase.Full => 5408,
49712 MoonPhase.ThreeQuartersAtLeft => 5401,
49713 MoonPhase.HalfAtLeft => 5403,
49714 MoonPhase.QuarterAtLeft => 5402,
49716 };
49721 }
49723 {
49728 }
49730 {
49735 }
49736 else if (
type == 4986)
49737 {
49738 if (
NPC.unlockedSlimeRainbowSpawn)
49739 {
49740 return;
49741 }
49742 NPC.unlockedSlimeRainbowSpawn = true;
49743 NetMessage.SendData(7);
49746 {
49749 obj.netUpdate = true;
49750 obj.shimmerTransparency = 1
f;
49751 NetMessage.SendData(146, -1, -1,
null, 2,
num19);
49752 }
49753 WorldGen.CheckAchievement_RealEstateAndTownSlimes();
49756 {
49758 }
49759 }
49761 {
49766 {
49773 {
49774 Main.npc[
num4].shimmerTransparency = 1
f;
49775 NetMessage.SendData(146, -1, -1,
null, 2,
num4);
49776 }
49777 }
49780 {
49782 }
49783 }
49785 {
49789 bool flag = recipe.requiredItem.Count > 1;
49791 if (recipe.customShimmerResults != null)
49792 {
49794 }
49797 {
49798 if (
item2.type <= 0)
49799 {
49800 break;
49801 }
49804 if (recipe.alchemy)
49805 {
49807 {
49808 if (Main.rand.Next(3) == 0)
49809 {
49811 }
49812 }
49813 }
49815 {
49818 {
49820 }
49824 item.stack =
num10;
49825 item.shimmerTime = 1
f;
49826 item.shimmered = true;
49827 item.shimmerWet = true;
49828 item.wet = true;
49829 item.velocity *= 0.1f;
49830 item.playerIndexTheItemIsReservedFor = Main.myPlayer;
49832 {
49833 item.velocity.X = 1
f * (float)
num7;
49834 item.velocity.X *= 1
f + (float)
num7 * 0.05
f;
49836 {
49837 item.velocity.X *= -1
f;
49838 }
49839 }
49840 NetMessage.SendData(145, -1, -1,
null,
num11, 1
f);
49841 }
49842 }
49843 stack -=
num5 * recipe.createItem.stack;
49845 {
49848 }
49849 }
49851 {
49853 }
49854 else
49855 {
49857 }
49861 if (Main.netMode == 0)
49862 {
49864 }
49865 else
49866 {
49867 NetMessage.SendData(146, -1, -1,
null, 0, (
int)
base.Center.X, (
int)
base.Center.Y);
49868 NetMessage.SendData(145, -1, -1,
null,
whoAmI, 1
f);
49869 }
49872 {
49875 }
49876 }
bool wet
The Entity is currently in water. Projectile: Affects movement speed and some projectiles die when ...
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 position
The position of this Entity in world coordinates.
int width
The width of this Entity's hitbox, in pixels.
bool active
If true, the Entity actually exists within the game world. Within the specific entity array,...
int height
The height of this Entity's hitbox, in pixels.
static void NotifyProgressionEvent(int eventID)
static int GetDecraftingRecipeIndex(int type)
static int[] CoinLuckValue
Set for defining how much coin luck according to its stack this item gives to nearby players when thr...
static int[] ShimmerTransformToItem
If > 0 for a given item type (F:Terraria.Item.type), then that item will transform into the retrieved...
static int[] ShimmerTransformToNPC
Associates an NPC type (F:Terraria.NPC.type) with the NPC type it will turn into when submerged in sh...
static void ShimmerEffect(Vector2 shimmerPositon)
int stack
The current stack of the item. F:Terraria.Item.maxStack indicates the max possible stack.
int makeNPC
The numerical ID of the NPC that this item creates when used. Mainly used for caught critters as ite...
int GetShimmerEquivalentType()
int createTile
The ID of the tile this item places on use. Either a T:Terraria.ID.TileID entry or M:Terraria....
IEntitySource GetNPCSource_FromThis()
int placeStyle
The style of the tile being placed. Used for tiles that have a different look depending on the item u...
IEntitySource GetItemSource_Misc(int itemSourceId)
void SetDefaults(int Type=0)
static int NewItem(IEntitySource source, Vector2 pos, Vector2 randomBox, int Type, int Stack=1, bool noBroadcast=false, int prefixGiven=0, bool noGrabDelay=false, bool reverseLookup=false)
This particular overload uses two Vector2 to determine the actual spawn position.
int type
The Item ID of this item. The Item ID is a unique number assigned to each Item loaded into the game....