107420 {
107421
107422
107423
107424
107425
107426
107427
107429 {
107431 }
107432 if (Main.netMode != 2)
107433 {
107434 return;
107435 }
107437 {
107440 {
107441 for (
int j = 0;
j < 255;
j++)
107442 {
107443 if (Main.player[
j].active)
107444 {
107446 float num =
Math.Abs(
base.Center.X - Main.player[
j].Center.X) +
Math.Abs(
base.Center.Y - Main.player[
j].Center.Y);
107448 {
107450 }
107451 else if (
num < 500
f)
107452 {
107454 }
107455 else if (
num < 1000
f)
107456 {
107458 }
107459 else if (
num < 1500
f)
107460 {
107462 }
107464 {
107466 NetMessage.SendData(23,
j, -1,
null, i);
107467 }
107468 }
107469 }
107470 }
107471 }
107473 {
107475 }
107477 {
107479 }
107481 {
107483 }
107485 {
107487 {
107490 {
107492 NetMessage.SendData(23, -1, -1, null, i);
107494 }
107495 else
107496 {
107498 }
107499 }
107501 {
107503 NetMessage.SendData(23, -1, -1, null, i);
107505 }
107506 else
107507 {
107509 }
107510 }
107512 {
107514 }
107516 {
107518 {
107520 NetMessage.SendData(60, -1, -1,
null, i, Main.npc[i].homeTileX, Main.npc[i].homeTileY, (
int)
householdStatus);
107521 }
107525 }
107526 }
Vector2 velocity
The velocity of this Entity in world coordinates per tick.
Vector2 position
The position of this Entity in world coordinates.
bool active
If true, the Entity actually exists within the game world. Within the specific entity array,...
static bool[] UsesMultiplayerProximitySyncing
If true for a given NPC type (F:Terraria.NPC.type), then that NPC will sync more the closer it is to ...
bool boss
Set to true if the NPC is a boss. Prevents off-screen despawn. Bosses also need [AutoloadBossHead] an...
static int TypeToDefaultHeadIndex(int type)
int aiStyle
Selects which vanilla code to use for the AI method. Vanilla NPC AI styles are enumerated in the T:Te...
int type
The NPC ID of this NPC. The NPC ID is a unique number assigned to each NPC loaded into the game....