21566    {
21568        {
21569            return;
21570        }
21573        {
21575        }
21580        {
21582        }
21584        {
21586        }
21588        {
21590        }
21596        int num = -1;
21598        {
21599            if (Main.projectile[
grappling[i]].type == 403)
 
21600            {
21602            }
21603        }
21606        {
21608        }
21611        if (num != -1)
21612        {
21613            Projectile projectile = Main.projectile[
grappling[num]];
 
21614            if (projectile.position.X < 
position.
X + (
float)
width && projectile.position.X + (
float)projectile.width >= 
position.
X && projectile.position.Y < 
position.
Y + (
float)
height && projectile.position.Y + (
float)projectile.height >= 
position.
Y)
 
21615            {
21616                int num2 = (int)(projectile.position.X + (
float)(projectile.width / 2)) / 16;
 
21617                int num3 = (int)(projectile.position.Y + (
float)(projectile.height / 2)) / 16;
 
21619                if (Main.tile[
num2, 
num3].type == 314)
 
21620                {
21622                    Position.X = projectile.position.X + (float)(projectile.width / 2) - (float)(
width / 2);
 
21623                    Position.Y = projectile.position.Y + (float)(projectile.height / 2) - (float)(
height / 2);
 
21627                    {
21629                    }
21632                    {
21638                    }
21639                }
21640            }
21641        }
21643        {
21645            {
21647            }
21649            {
21651            }
21653            {
21655            }
21656        }
21658        {
21660            {
21662                {
21666                }
21667                else
21668                {
21669                    velocity.Y += 0.01f;
21671                }
21674            }
21675        }
21676        else
21677        {
21679        }
21680    }
Action< Vector2 > MinecartDust
void Dismount(Player mountedPlayer)
MountDelegatesData Delegations
void SetMount(int m, Player mountedPlayer, bool faceLeft=false)
bool GoingDownWithGrapple
void RefreshMovementAbilities(bool doubleJumps=true)
void RemoveAllGrapplingHooks()
void StopVanityActions(bool multiplayerBroadcast=true)
void GetGrapplingForces(Vector2 fromPosition, out int? preferredPlayerDirectionToSet, out float preferedPlayerVelocityX, out float preferedPlayerVelocityY)
Vector2 fullRotationOrigin
void RefreshDoubleJumps()