107579 {
107580
107581
107582
107583
107584
107585
107586
107587
107588
107589
107590
107591
107592
107593
107594
107595
107596
107597
107598
107599
107600
107601
107602
107603
107604
107605
107606
107607
107608
107609
107610
107611
107612
107613
107614
107615
107616
107617
107618
107619
107620
107621
107622
107623
107624
107625
107626
107627
107628
107629
107630
107631
107634 {
107636 {
107639 {
107641 }
107643 }
107645 }
107647 {
107649 {
107651 }
107653 }
107655 {
107656 if ((
int)
ai[0] == 4 ||
ai[0] == 5
f ||
ai[0] == 6
f)
107657 {
107659 {
107662 }
107665 }
107666 else
107667 {
107669 {
107672 }
107673 }
107674 }
107676 {
107678 {
107681 }
107684 }
107686 {
107687 case 4:
107688 {
107690 {
107692 Lighting.AddLight((
int)position.X / 16, (int)
position.Y / 16, 0.3f, 0
f, 0.2f);
107693 }
107695 break;
107696 }
107697 case 5:
107698 {
107700 {
107702 }
107704 break;
107705 }
107706 case 6:
107707 {
107709 {
107711 }
107713 break;
107714 }
107715 case 7:
107716 {
107718 {
107721 }
107724 break;
107725 }
107726 }
107727 }
Vector2 position
The position of this Entity in world coordinates.
static int[] TrailingMode
If != -1 for a given NPC type (F:Terraria.NPC.type), then that NPC will store its past positions (and...
float[] localAI
Acts like F:Terraria.NPC.ai, but does not sync to the server. Many vanilla T:Terraria....
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....