110270 {
110271
110272
110273
110274
110275
110276
110277
110278
110279
110280
110281
110282
110283
110284
110285
110286
110287
110288
110289
110290
110291
110292
110293
110294
110295
110296
110297
110298
110299
110300
110301
110302
110303
110304
110305
110306
110307
110308
110309
110310
110311
110312
110313
110314 bool flag =
false;
110316 {
110319 lava = false;
110320 }
110321 else
110322 {
110324 if (Collision.honey)
110325 {
110327 }
110328 if (Collision.shimmer)
110329 {
110332 }
110333 }
110335 {
110337 }
110339 {
110341 {
110342 for (
int i = 0; i <
maxBuffs; i++)
110343 {
110345 {
110347 }
110348 }
110349 }
110351 {
110353 if (!lava)
110354 {
110356 {
110358 {
110359 for (
int j = 0;
j < 30;
j++)
110360 {
110362 Main.dust[
num].velocity.Y -= 4
f;
110363 Main.dust[
num].velocity.X *= 2.5f;
110364 Main.dust[
num].scale = 0.8f;
110365 Main.dust[
num].noGravity =
true;
110366 switch (Main.rand.Next(6))
110367 {
110368 case 0:
110369 Main.dust[
num].color =
new Color(255, 255, 210);
110370 break;
110371 case 1:
110372 Main.dust[
num].color =
new Color(190, 245, 255);
110373 break;
110374 case 2:
110375 Main.dust[
num].color =
new Color(255, 150, 255);
110376 break;
110377 default:
110378 Main.dust[
num].color =
new Color(190, 175, 255);
110379 break;
110380 }
110381 }
110383 {
110385 }
110386 }
110387 }
110389 {
110390 for (
int k = 0;
k < 10;
k++)
110391 {
110393 Main.dust[
num4].velocity.Y -= 1
f;
110394 Main.dust[
num4].velocity.X *= 2.5f;
110395 Main.dust[
num4].scale = 1.3f;
110396 Main.dust[
num4].alpha = 100;
110397 Main.dust[
num4].noGravity =
true;
110398 }
110400 {
110402 }
110403 }
110405 {
110406 for (
int l = 0;
l < 30;
l++)
110407 {
110409 Main.dust[
num5].velocity.Y -= 4
f;
110410 Main.dust[
num5].velocity.X *= 2.5f;
110411 Main.dust[
num5].scale *= 0.8f;
110412 Main.dust[
num5].alpha = 100;
110413 Main.dust[
num5].noGravity =
true;
110414 }
110416 {
110418 }
110419 }
110420 }
110421 else
110422 {
110423 for (
int m = 0;
m < 10;
m++)
110424 {
110426 Main.dust[
num6].velocity.Y -= 1.5f;
110427 Main.dust[
num6].velocity.X *= 2.5f;
110428 Main.dust[
num6].scale = 1.3f;
110429 Main.dust[
num6].alpha = 100;
110430 Main.dust[
num6].noGravity =
true;
110431 }
110433 {
110435 }
110436 }
110437 }
110439 }
110441 {
110442 velocity.X *= 0.5f;
110445 {
110447 }
110449 {
110452 {
110454 {
110456 {
110457 for (
int n = 0;
n < 30;
n++)
110458 {
110460 Main.dust[
num7].velocity.Y -= 4
f;
110461 Main.dust[
num7].velocity.X *= 2.5f;
110462 Main.dust[
num7].scale = 0.8f;
110463 Main.dust[
num7].noGravity =
true;
110464 switch (Main.rand.Next(6))
110465 {
110466 case 0:
110467 Main.dust[
num7].color =
new Color(255, 255, 210);
110468 break;
110469 case 1:
110470 Main.dust[
num7].color =
new Color(190, 245, 255);
110471 break;
110472 case 2:
110473 Main.dust[
num7].color =
new Color(255, 150, 255);
110474 break;
110475 default:
110476 Main.dust[
num7].color =
new Color(190, 175, 255);
110477 break;
110478 }
110479 }
110481 {
110483 }
110484 }
110485 }
110487 {
110489 {
110491 Main.dust[
num9].velocity.Y -= 1
f;
110492 Main.dust[
num9].velocity.X *= 2.5f;
110493 Main.dust[
num9].scale = 1.3f;
110494 Main.dust[
num9].alpha = 100;
110495 Main.dust[
num9].noGravity =
true;
110496 }
110498 {
110500 }
110501 }
110503 {
110505 {
110507 Main.dust[
num11].velocity.Y -= 4
f;
110508 Main.dust[
num11].velocity.X *= 2.5f;
110509 Main.dust[
num11].scale *= 0.8f;
110510 Main.dust[
num11].alpha = 100;
110511 Main.dust[
num11].noGravity =
true;
110512 }
110514 {
110516 }
110517 }
110518 }
110519 else
110520 {
110522 {
110524 Main.dust[
num3].velocity.Y -= 1.5f;
110525 Main.dust[
num3].velocity.X *= 2.5f;
110526 Main.dust[
num3].scale = 1.3f;
110527 Main.dust[
num3].alpha = 100;
110528 Main.dust[
num3].noGravity =
true;
110529 }
110531 {
110533 }
110534 }
110535 }
110536 }
110537 return lava;
110538 }
static SlotId PlaySound(in SoundStyle? style, Vector2? position=null, SoundUpdateCallback? updateCallback=null)
Attempts to play a sound style with the provided sound style (if it's not null), and returns a valid ...
bool wet
The Entity is currently in water. Projectile: Affects movement speed and some projectiles die when ...
Vector2 position
The position of this Entity in world coordinates.
int width
The width of this Entity's hitbox, in pixels.
int height
The height of this Entity's hitbox, in pixels.
static readonly int maxBuffs
int aiStyle
Selects which vanilla code to use for the AI method. Vanilla NPC AI styles are enumerated in the T:Te...
NPCAimedTarget GetTargetData(bool ignorePlayerTankPets=true)
bool noGravity
If true, the npc will not be affected by gravity. Demon Eyes and other floating npc use this....
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....
void DelBuff(int buffIndex)
Removes the buff at the provided index and shuffles the remaining buff indexes down to fill the gap....
void AddBuff(int type, int time, bool quiet=false)
Gives this NPC the provided buff. This accounts for if the NPC is immune to the buff....