44156 {
44157
44158
44159
44160
44161
44162
44163
44164
44165
44166
44167
44168
44169
44170
44171
44172
44173
44174
44175
44176
44177
44178
44179
44180
44181
44184 {
44185 list.Add(405);
44186 }
44188 {
44189 list.Add(402);
44190 }
44192 {
44193 list.Add(407);
44194 }
44195 if (list.Count > 0)
44196 {
44197 int num = Utils.SelectRandom(Main.rand, list.ToArray());
44198 ai[1] = 30 * Main.rand.Next(5, 16);
44199 int num5 = Main.rand.Next(3, 6);
44200 int num6 = Main.rand.Next(0, 4);
44207 while (
list2.Count > 0)
44208 {
44209 Vector2 item =
list2[0].Item1;
44212 if (
num8 > 0 &&
num6 > 0 && (Main.rand.Next(3) != 0 ||
num8 == 1))
44213 {
44217 }
44218 for (
int i = 0; i <
num10; i++)
44219 {
44222 {
44223 num12 = Utils.SelectRandom<
int>(Main.rand, -1, 1);
44224 }
44225 else if (i == 1)
44226 {
44228 }
44229 float num2 = ((
num8 % 2 == 0) ? 0
f : ((float)
Math.
PI)) + (0.5
f - Main.rand.NextFloat()) * ((float)
Math.
PI / 4
f) + (float)
num12 * ((float)
Math.
PI / 4
f) * (float)(
num8 % 2 == 0).ToDirectionInt();
44230 float num3 = 100
f + 50
f * Main.rand.NextFloat();
44232 if (i != 0)
44233 {
44235 }
44237 {
44238 num2 = (0.5f - Main.rand.NextFloat()) * ((
float)Math.PI / 4
f);
44239 num3 = 100
f + 100
f * Main.rand.NextFloat();
44240 }
44243 {
44245 }
44246 num7 = Projectile.NewProjectile(
GetSpawnSource_ForProjectile(), item.X, item.Y,
vector.X,
vector.Y, 540, 0, 0
f, Main.myPlayer, (float)(-
num8) * 10
f, 0.5f + Main.rand.NextFloat() * 0.5f);
44249 {
44251 }
44252 }
44255 {
44258 }
44259 }
44260 Main.projectile[
num7].localAI[0] =
num;
44261 }
44262 else
44263 {
44265 }
44266 }
static int CountNPCS(int Type)
Returns the number of active NPC in the world of the given NPC type (F:Terraria.NPC....
float[] ai
An array with 4 slots used for any sort of data storage, which is occasionally synced from the server...
IEntitySource GetSpawnSource_ForProjectile()