59253 {
59254
59255
59256
59257
59258
59259
59260
59261
59262
59263
59264
59265
59266
59267
59272 {
59275 {
59277 hitbox.X -= 20;
59278 hitbox.Width += 40;
59279 for (int i = 0; i < 200; i++)
59280 {
59281 if (Main.npc[i].active && Main.npc[i].friendly && i !=
whoAmI && Main.npc[i].velocity.X == 0
f && ((Rectangle)(
ref hitbox)).Intersects(Main.npc[i].Hitbox))
59282 {
59284 break;
59285 }
59286 }
59287 }
59288 }
59290 {
59292 }
59294 {
59296 }
59298 {
59299 return;
59300 }
59301 bool flag2 =
false;
59302 Point
p =
default(Point);
59304 for (
int j = -1;
j <= 4;
j++)
59305 {
59308 {
59311 {
59313 break;
59314 }
59315 }
59317 {
59319 {
59322 }
59324 break;
59325 }
59326 }
59330 {
59332 }
59334 {
59335 Vector2
vector =
p.ToWorldCoordinates(8
f, 0
f) +
new Vector2((
float)(-
width / 2), (
float)(-
height));
59337 }
59338 }
int whoAmI
The index of this Entity within its specific array. These arrays track the entities in the world....
int width
The width of this Entity's hitbox, in pixels.
int height
The height of this Entity's hitbox, in pixels.
static bool[] TownCritter
If true for a given NPC type (F:Terraria.NPC.type), then that NPC is a critter that can spawn in town...
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....