90660 {
90661
90662
90663
90664
90665
90666
90667
90668
90669
90671 bool flag2 =
false;
90672 Vector2
zero = Vector2.Zero;
90675 for (int i = 0; i < 200; i++)
90676 {
90677 if (Main.npc[i].active && Main.npc[i].type == 35)
90678 {
90680 break;
90681 }
90682 }
90683 for (
int j = 0;
j < 200;
j++)
90684 {
90685 if (!Main.npc[
j].active)
90686 {
90687 continue;
90688 }
90689 if (Main.npc[
j].type == 37)
90690 {
90692 Main.npc[
j].ai[3] = 1
f;
90693 zero = Main.npc[
j].position;
90694 num = Main.npc[
j].width;
90695 num2 = Main.npc[
j].height;
90696 if (Main.netMode == 2)
90697 {
90698 NetMessage.SendData(23, -1, -1,
null,
j);
90699 }
90700 }
90701 else if (Main.npc[
j].type == 54)
90702 {
90704 zero = Main.npc[
j].position;
90705 num = Main.npc[
j].width;
90706 num2 = Main.npc[
j].height;
90707 }
90708 }
90710 {
90712 Main.npc[
num3].netUpdate =
true;
90714 if (Main.netMode == 0)
90715 {
90717 }
90718 else if (Main.netMode == 2)
90719 {
90721 }
90722 }
90723 }
static void BroadcastChatMessage(NetworkText text, Color color, int excludedPlayer=-1)
static string GetTextValue(string key)
Retrieves the text value for a specified localization key. The text returned will be for the currentl...
Contains methods to access or retrieve localization values. The Localization Guideteaches more about ...
static NetworkText FromKey(string key, params object[] substitutions)
Creates a NetworkText object from a localization key and optional substitutions. The receiving client...
Represents text that will be sent over the network in multiplayer and displayed to the receiving user...
static int NewNPC(IEntitySource source, int X, int Y, int Type, int Start=0, float ai0=0f, float ai1=0f, float ai2=0f, float ai3=0f, int Target=255)
Spawns an NPC into the game world with the given type. This method should not be called on multipla...
static IEntitySource GetBossSpawnSource(int targetPlayerIndex)