44269 {
44270
44271
44272
44273
44274
44275
44276
44277
44278
44279
44280
44281
44282
44283
44284
44285
44286
44287
44288
44289
44290
44291
44294 {
44295 list.Add(405);
44296 }
44298 {
44299 list.Add(402);
44300 }
44302 {
44303 list.Add(407);
44304 }
44305 if (list.Count <= 0)
44306 {
44307 return;
44308 }
44309 int num = Utils.SelectRandom(Main.rand, list.ToArray());
44310 int num5 = Main.rand.Next(3, 6);
44311 int num6 = Main.rand.Next(0, 4);
44318 while (
list2.Count > 0)
44319 {
44320 Vector2 item =
list2[0].Item1;
44323 if (
num8 > 0 &&
num6 > 0 && (Main.rand.Next(3) != 0 ||
num8 == 1))
44324 {
44328 }
44329 for (
int i = 0; i <
num10; i++)
44330 {
44333 {
44334 num12 = Utils.SelectRandom<
int>(Main.rand, -1, 1);
44335 }
44336 else if (i == 1)
44337 {
44339 }
44340 float num2 = ((
num8 % 2 == 0) ? 0
f : ((float)
Math.
PI)) + (0.5
f - Main.rand.NextFloat()) * ((float)
Math.
PI / 4
f) + (float)
num12 * ((float)
Math.
PI / 4
f) * (float)(
num8 % 2 == 0).ToDirectionInt();
44341 float num3 = 100
f + 50
f * Main.rand.NextFloat();
44343 if (i != 0)
44344 {
44346 }
44348 {
44349 num2 = (0.5f - Main.rand.NextFloat()) * ((
float)Math.PI / 4
f);
44350 num3 = 100
f + 100
f * Main.rand.NextFloat();
44351 }
44354 {
44356 }
44357 num7 = Projectile.NewProjectile(
GetSpawnSource_ForProjectile(), item.X, item.Y,
vector.X,
vector.Y, 540, 0, 0
f, Main.myPlayer, (float)(-
num8) * 10
f, 0.5f + Main.rand.NextFloat() * 0.5f);
44360 {
44362 }
44363 }
44366 {
44369 }
44370 }
44371 Main.projectile[
num7].localAI[0] =
num;
44372 }
static int CountNPCS(int Type)
Returns the number of active NPC in the world of the given NPC type (F:Terraria.NPC....
IEntitySource GetSpawnSource_ForProjectile()