110126 {
110127
110128
110129
110130
110132 if (
flag2.HasValue)
110133 {
110134 return flag2.GetValueOrDefault();
110135 }
110138 {
110140 }
110142 {
110144 }
110146 {
110148 }
110150 {
110152 }
110154 {
110156 }
110158 {
110160 }
110162 {
110164 }
110166 {
110168 }
110170 {
110172 }
110174 {
110176 }
110178 {
110180 }
110181 if (
type == 469 &&
ai[2] == 1
f)
110182 {
110184 }
110186 {
110188 }
110190 {
110192 }
110194 {
110196 }
110198 {
110200 }
110202 {
110204 }
110206 {
110208 }
110210 {
110212 }
110214 {
110216 }
110218 {
110220 }
110222 {
110224 }
110226 {
110228 }
110230 {
110232 }
110234 {
110236 }
110238 {
110240 }
110242 {
110244 bool flag =
false;
110245 if (
townNPC && (!Main.dayTime || Main.invasionType > 0 || Main.eclipse))
110246 {
110248 }
110249 else
110250 {
110253 {
110255 }
110256 }
110258 {
110260 }
110261 }
110263 {
110265 }
110267 }
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
Vector2 position
The position of this Entity in world coordinates.
int height
The height of this Entity's hitbox, in pixels.
static ? bool CanFallThroughPlatforms(NPC npc)
This serves as the central class from which NPC-related functions are carried out....
int aiStyle
Selects which vanilla code to use for the AI method. Vanilla NPC AI styles are enumerated in the T:Te...
float[] ai
An array with 4 slots used for any sort of data storage, which is occasionally synced from the server...
int type
The NPC ID of this NPC. The NPC ID is a unique number assigned to each NPC loaded into the game....