50867 {
50868
50869
50870
50871
50872
50873
50874
50875
50876
50877
50879 {
50880 return;
50881 }
50883 {
50884 Item item = Main.item[i];
50886 {
50887 continue;
50888 }
50889 float num3 =
Math.Abs(
position.X + (
float)(
width / 2) - (item.position.X + (
float)(item.width / 2))) +
Math.Abs(
position.Y + (
float)(
height / 2) - (item.position.Y + (
float)(item.height / 2)));
50892 {
50894 }
50896 {
50898 }
50900 {
50902 }
50904 {
50906 }
50908 {
50910 }
50912 {
50914 }
50916 {
50920 if (item.stack <= 0)
50921 {
50922 item.SetDefaults();
50923 item.active = false;
50924 }
50926 {
50927 NetMessage.SendData(21, -1, -1,
null,
myItemIndex);
50928 NetMessage.SendData(21, -1, -1, null, i);
50929 }
50930 }
50931 }
50932 }
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.
int height
The height of this Entity's hitbox, in pixels.
static int numberOfNewItems
int stack
The current stack of the item. F:Terraria.Item.maxStack indicates the max possible stack.
int maxStack
The maximum number of items that can be contained within a single stack. F:Terraria....
bool CanCombineStackInWorld()
int playerIndexTheItemIsReservedFor
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 StackItems(Item destination, Item source, out int numTransferred, bool infiniteSource=false, int? numToTransfer=null)
Stacks destination onto source This method should not be called unless M:Terraria....
static bool CanStackInWorld(Item destination, Item source)
Calls all GlobalItem.CanStackInWorld hooks until one returns false then ModItem.CanStackInWorld....
static bool CanStack(Item destination, Item source)
Returns false if item prefixes don't match. Then calls all GlobalItem.CanStack hooks until one return...
This serves as the central class from which item-related functions are carried out....