109391 {
109392
109393
109394
109395
109396
109397
109398
109399
109400
109401
109402
109403
109404
109405
109406
109407
109408
109409
109410
109411
109412
109413
109414
109415
109417 {
109419 Color
color = Lighting.GetColor((
int)
base.Center.X / 16, (
int)
base.Center.Y / 16);
109421 {
109424 {
109426 }
109428 {
109430 }
109432 if (Main.rand.Next(300) <
num)
109433 {
109434 int num11 = Dust.NewDust(
position,
width,
height, 43, 0
f, 0
f, 254,
new Color(255, 255, 0), 0.5f);
109436 obj.velocity *= 0
f;
109437 }
109438 }
109440 }
109442 {
109443 float num12 = (float)Main.rand.Next(28, 42) * 0.005f;
109444 num12 += (float)(270 - Main.mouseTextColor) / 500
f;
109445 float num13 = 0.1f;
109449 {
109453 }
109454 float num16 = 0.35f;
109458 Lighting.AddLight((
int)base.Center.X / 16, (int)
base.Center.Y / 16,
num13,
num14,
num15);
109459 }
109461 {
109462 float num17 = (float)Main.rand.Next(28, 42) * 0.005f;
109463 num17 += (float)(270 - Main.mouseTextColor) / 500
f;
109464 float num2 = 0.1f;
109467 float num5 = 0.35f;
109469 {
109471 }
109475 Lighting.AddLight((
int)base.Center.X / 16, (int)
base.Center.Y / 16,
num2,
num3,
num4);
109476 }
109478 {
109479 float num6 = (float)Main.rand.Next(28, 42) * 0.005f;
109480 num6 += (float)(270 - Main.mouseTextColor) / 500
f;
109481 float num7 = 0.1f;
109484 float num10 = 0.35f;
109488 Lighting.AddLight((
int)base.Center.X / 16, (int)
base.Center.Y / 16,
num7,
num8,
num9);
109490 {
109491 Lighting.AddLight(
base.Top, 0.3f, 0.1f, 0.1f);
109492 }
109493 }
109495 {
109496 Lighting.AddLight((
int)(position.X + (float)(
width / 2)) / 16, (
int)(position.Y + 4
f) / 16, 0.9
f, 0.75
f, 0.5
f);
109497 }
109498 }
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.
int townNpcVariationIndex
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....