51682 {
51684 {
51686 }
51688 {
51689 return;
51690 }
51695 {
51697 }
51699 {
51701 }
51703 {
51705 for (int i = 0; i < 255; i++)
51706 {
51708 {
51709 continue;
51710 }
51711 Player player = Main.player[i];
51712 if (!player.active)
51713 {
51714 continue;
51715 }
51716 Player.ItemSpaceStatus status = player.ItemSpace(Main.item[
whoAmI]);
51718 {
51719 float num3 =
Math.Abs(player.position.X + (
float)(player.width / 2) -
position.X - (
float)(
width / 2)) +
Math.Abs(player.position.Y + (
float)(player.height / 2) -
position.Y - (
float)
height);
51720 num3 -= (float)player.GetItemGrabRange(Main.item[
whoAmI]);
51722 {
51725 }
51726 }
51727 }
51728 }
51730 {
51731 NetMessage.SendData(21, -1, -1,
null,
whoAmI);
51733 {
51734 NetMessage.SendData(22, -1, -1,
null,
whoAmI);
51735 }
51736 }
51737 }
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
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.
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 bool CanPickup(Item item, Player player)
This serves as the central class from which item-related functions are carried out....