49934 {
49935
49936
49937
49938
49939
49940
49941
49942
49943
49944
49945
49946
49947
49948
49949
49950
49951
49952
49953
49954
49955
49956
49957
49958
49959
49960
49961
49962
49963
49964
49965
49966
49967
49968
49970 if (Main.timeItemSlotCannotBeReusedFor[i] > 0)
49971 {
49972 if (Main.netMode == 2)
49973 {
49974 Main.timeItemSlotCannotBeReusedFor[i]--;
49975 return;
49976 }
49977 Main.timeItemSlotCannotBeReusedFor[i] = 0;
49978 }
49980 {
49981 return;
49982 }
49984 {
49985 if (Main.netMode == 2)
49986 {
49988 return;
49989 }
49994 }
49995 if (Main.netMode == 0)
49996 {
49998 }
49999 float gravity = 0.1f;
50000 float maxFallSpeed = 7
f;
50001 if (Main.netMode == 1)
50002 {
50005 if (
num >= 0 &&
num2 >= 0 &&
num < Main.maxTilesX &&
num2 < Main.maxTilesY && !Main.sectionManager.TileLoaded(
num,
num2))
50006 {
50010 }
50011 }
50014 {
50015 gravity = 0.065f;
50018 }
50020 {
50021 gravity = 0.05f;
50024 }
50026 {
50027 gravity = 0.08f;
50029 }
50031 {
50033 }
50034 else
50035 {
50037 }
50039 {
50041 }
50043 {
50045 {
50046 if (Main.rand.Next(30) == 0)
50047 {
50049 Main.dust[
num3].position.X += Main.rand.Next(-8, 5);
50050 Main.dust[
num3].position.Y += Main.rand.Next(-8, 5);
50051 Main.dust[
num3].scale *= 1.1f;
50053 obj.velocity *= 0.3f;
50054 switch (Main.rand.Next(6))
50055 {
50056 case 0:
50057 Main.dust[
num3].color =
new Color(255, 255, 210);
50058 break;
50059 case 1:
50060 Main.dust[
num3].color =
new Color(190, 245, 255);
50061 break;
50062 case 2:
50063 Main.dust[
num3].color =
new Color(255, 150, 255);
50064 break;
50065 default:
50066 Main.dust[
num3].color =
new Color(190, 175, 255);
50067 break;
50068 }
50069 }
50073 {
50075 {
50076 velocity.Y -= 0.05f;
50077 }
50078 }
50079 else
50080 {
50086 {
50088 {
50090 break;
50091 }
50092 }
50094 {
50096 {
50097 velocity.Y -= 0.05f;
50098 }
50099 }
50100 else
50101 {
50102 velocity.Y *= 0.9f;
50103 }
50104 }
50105 }
50107 {
50109 }
50111 {
50114 {
50116 }
50117 }
50119 {
50121 }
50123 {
50125 }
50127 {
50129 if (Main.expertMode &&
IsACoin)
50130 {
50132 }
50133 }
50136 {
50138 }
50140 }
50141 else
50142 {
50144 }
50147 {
50150 }
50153 {
50156 {
50160 }
50161 }
50163 {
50165 }
50166 else
50167 {
50169 }
50171 {
50173 }
50174 }
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 int[] ItemSpawnDecaySpeed
Determines the decay speed of the given item type (F:Terraria.Item.type). See F:Terraria....
int timeSinceTheItemHasBeenReservedForSomeone
void CheckLavaDeath(int i)
void MoveInWorld(float gravity, float maxFallSpeed, ref Vector2 wetVelocity, int i)
void DespawnIfMeetingConditions(int i)
void TryCombiningIntoNearbyItems(int i)
bool instanced
If true, then the given item is instanced per-client. Instanced items only appear on the client they...
int playerIndexTheItemIsReservedFor
int timeLeftInWhichTheItemCannotBeTakenByEnemies
int noGrabDelay
The delay, in ticks, before players can pick up this item. Usually set to 100 (approximately 1....
void GetPickedUpByMonsters_Special(int i)
void UpdateItem_VisualEffects()
bool beingGrabbed
If true, then this item is currently being grabbed by a player. Items being grabbed by the player ca...
void GetPickedUpByMonsters_Money(int i)
int timeSinceItemSpawned
A value that increases every tick an item is in the world. Defaults to the value in F:Terraria....
int type
The Item ID of this item. The Item ID is a unique number assigned to each Item loaded into the game....
static void PostUpdate(Item item)
Calls ModItem.PostUpdate and all GlobalItem.PostUpdate hooks.
This serves as the central class from which item-related functions are carried out....