19913 {
19915 {
19918 rect.Height = 2;
19919 rect.Inflate(12, 6);
19920 for (
int i = 0;
i < 200;
i++)
19921 {
19924 {
19925 continue;
19926 }
19929 {
19934 {
19936 }
19938 {
19940 }
19941 if (
whoAmI == Main.myPlayer)
19942 {
19944 }
19946 velocity.Y = -10f;
19948 break;
19949 }
19950 }
19951 }
19953 {
19956 rect3.Height = 2;
19957 rect3.Inflate(12, 6);
19958 for (
int j = 0;
j < 200;
j++)
19959 {
19962 {
19963 continue;
19964 }
19967 {
19972 {
19974 }
19976 {
19978 }
19979 if (
whoAmI == Main.myPlayer)
19980 {
19982 }
19985 break;
19986 }
19987 }
19988 }
19990 {
19992 {
19994 }
19995 bool flag = false;
19999 {
20001 flag = true;
20002 }
20004 {
20006 }
20008 {
20010 {
20012 }
20013 else
20014 {
20017 {
20019 {
20021 }
20022 }
20023 else
20024 {
20026 }
20027 }
20028 }
20030 {
20032 {
20033 position.Y -= 0.001f;
20034 }
20036 {
20038 }
20039 bool flag4 =
false;
20041 {
20043 {
20045 }
20047 }
20048 bool flag5 =
false;
20049 bool flag6 =
false;
20050 bool flag7 =
false;
20051 bool flag8 =
false;
20052 bool flag9 =
false;
20056 if (!
flag2 && !flag)
20057 {
20059 {
20062 }
20064 {
20067 }
20069 {
20072 }
20074 {
20077 }
20079 {
20082 }
20084 {
20087 }
20089 {
20092 }
20094 {
20097 }
20098 else
20099 {
20101 }
20102 }
20106 {
20108 }
20110 {
20112 {
20114 }
20118 {
20121 }
20123 {
20125 }
20126 }
20128 {
20136 }
20138 {
20146 }
20148 {
20152 {
20154 }
20158 for (
int k = 0;
k < 30;
k++)
20159 {
20162 {
20163 Main.dust[
num6].velocity.X += (float)Main.rand.Next(30, 71) * 0.1f;
20164 }
20165 else
20166 {
20167 Main.dust[
num6].velocity.X -= (float)Main.rand.Next(30, 71) * 0.1f;
20168 }
20169 Main.dust[
num6].velocity.Y += (float)Main.rand.Next(-10, 31) * 0.1f;
20170 Main.dust[
num6].noGravity =
true;
20171 Main.dust[
num6].scale += (float)Main.rand.Next(-10, 41) * 0.01f;
20172 Main.dust[
num6].velocity *= Main.dust[
num6].scale * 0.7f;
20175 vector *= (float)Main.rand.Next(81) * 0.1f;
20176 }
20177 }
20179 {
20183 {
20185 }
20189 for (
int l = 0;
l < 10;
l++)
20190 {
20192 Main.dust[
num8].velocity.X = Main.dust[
num8].velocity.X * 0.5f - velocity.X * 0.1f;
20193 Main.dust[
num8].velocity.Y = Main.dust[
num8].velocity.Y * 0.5f - velocity.Y * 0.3f;
20194 }
20196 Main.gore[
num9].velocity.X = Main.gore[
num9].velocity.X * 0.1f - velocity.X * 0.1f;
20197 Main.gore[
num9].velocity.Y = Main.gore[
num9].velocity.Y * 0.1f - velocity.Y * 0.05f;
20199 Main.gore[
num9].velocity.X = Main.gore[
num9].velocity.X * 0.1f - velocity.X * 0.1f;
20200 Main.gore[
num9].velocity.Y = Main.gore[
num9].velocity.Y * 0.1f - velocity.Y * 0.05f;
20202 Main.gore[
num9].velocity.X = Main.gore[
num9].velocity.X * 0.1f - velocity.X * 0.1f;
20203 Main.gore[
num9].velocity.Y = Main.gore[
num9].velocity.Y * 0.1f - velocity.Y * 0.05f;
20204 }
20206 {
20216 float num10 = (float)
Math.
PI * 2f * Main.rand.NextFloat();
20217 for (
int m = 0;
m < 5;
m++)
20218 {
20220 {
20221 Dust
obj = Main.dust[Dust.NewDust(
center, 0, 0, Utils.SelectRandom<
int>(Main.rand, 176, 177, 179))];
20226 obj.noGravity = true;
20227 obj.scale = 1f + Main.rand.NextFloat() * 0.8f;
20228 obj.fadeIn = Main.rand.NextFloat() * 2f;
20230 }
20231 }
20232 }
20234 {
20244 float num12 = (float)
Math.
PI * 2f * Main.rand.NextFloat();
20245 for (
int n = 0;
n < 5;
n++)
20246 {
20248 {
20249 Dust
obj2 = Main.dust[Dust.NewDust(
center2, 0, 0, 6)];
20254 obj2.noGravity = true;
20255 obj2.scale = 1f + Main.rand.NextFloat() * 0.8f;
20256 obj2.fadeIn = Main.rand.NextFloat() * 2f;
20258 }
20259 }
20260 }
20262 {
20272 float num14 = (float)
Math.
PI * 2f * Main.rand.NextFloat();
20274 {
20276 {
20277 Dust
obj3 = Main.dust[Dust.NewDust(
center3, 0, 0, 31)];
20282 obj3.noGravity = true;
20283 obj3.scale = 1f + Main.rand.NextFloat() * 0.8f;
20284 obj3.fadeIn = Main.rand.NextFloat() * 2f;
20286 }
20287 }
20288 }
20290 {
20294 {
20296 }
20301 {
20302 int num19 = Dust.NewDust(
new Vector2(
position.
X - 34f,
position.
Y + (
float)
num17 - 16f), 102, 32, 4, (0f -
velocity.
X) * 0.5f,
velocity.
Y * 0.5f, 100,
new Color(250, 230, 230, 150), 1.5f);
20303 Main.dust[
num19].velocity.X = Main.dust[
num19].velocity.X * 0.5f - velocity.X * 0.1f;
20304 Main.dust[
num19].velocity.Y = Main.dust[
num19].velocity.Y * 0.5f - velocity.Y * 0.3f;
20305 Main.dust[
num19].noGravity =
true;
20307 Main.dust[
num19].velocity.Y -= 1f;
20308 if (
num18 % 2 == 0)
20309 {
20310 Main.dust[
num19].fadeIn = Main.rand.NextFloat() * 2f;
20311 }
20312 }
20313 float y = base.Bottom.Y - 22f;
20315 {
20318 {
20319 case 0:
20321 break;
20322 case 1:
20324 break;
20325 case 2:
20327 break;
20328 }
20330 Main.gore[
num21].velocity *= 0.1f;
20331 Main.gore[
num21].velocity.X -= velocity.X * 0.1f;
20332 Main.gore[
num21].velocity.Y -= velocity.Y * 0.05f;
20333 Main.gore[
num21].velocity += Main.rand.NextVector2Circular(1f, 1f) * 0.5f;
20334 }
20335 }
20336 else
20337 {
20341 {
20343 }
20348 {
20350 Main.dust[
num24].velocity.X = Main.dust[
num24].velocity.X * 0.5f - velocity.X * 0.1f;
20351 Main.dust[
num24].velocity.Y = Main.dust[
num24].velocity.Y * 0.5f - velocity.Y * 0.3f;
20352 }
20354 Main.gore[
num25].velocity.X = Main.gore[
num25].velocity.X * 0.1f - velocity.X * 0.1f;
20355 Main.gore[
num25].velocity.Y = Main.gore[
num25].velocity.Y * 0.1f - velocity.Y * 0.05f;
20357 Main.gore[
num25].velocity.X = Main.gore[
num25].velocity.X * 0.1f - velocity.X * 0.1f;
20358 Main.gore[
num25].velocity.Y = Main.gore[
num25].velocity.Y * 0.1f - velocity.Y * 0.05f;
20360 Main.gore[
num25].velocity.X = Main.gore[
num25].velocity.X * 0.1f - velocity.X * 0.1f;
20361 Main.gore[
num25].velocity.Y = Main.gore[
num25].velocity.Y * 0.1f - velocity.Y * 0.05f;
20362 }
20363 }
20365 }
20366 else
20367 {
20371 }
20372 }
static void PlaySound(int type, Vector2 position, int style=1)
static ArmorShaderDataSet Armor
static readonly LegacySoundStyle Item16
static readonly LegacySoundStyle Item168
bool IsConsideredASlimeMount
bool isPerformingJump_Sandstorm
bool canJumpAgain_Sandstorm
bool isPerformingPogostickTricks
bool canJumpAgain_Basilisk
bool isPerformingJump_Blizzard
bool isPerformingJump_Basilisk
bool isPerformingJump_Santank
bool CanNPCBeHitByPlayerOrPlayerProjectile(NPC npc, Projectile projectile=null)
bool canJumpAgain_Blizzard
bool isPerformingJump_Cloud
bool isPerformingJump_Fart
bool canJumpAgain_Unicorn
void ApplyDamageToNPC(NPC npc, int damage, float knockback, int direction, bool crit)
bool isPerformingJump_Sail
PortableStoolUsage portableStoolInfo
bool canJumpAgain_Santank
bool isPerformingJump_WallOfFleshGoat
void GiveImmuneTimeForCollisionAttack(int time)
void RefreshDoubleJumps()
bool isPerformingJump_Unicorn
bool canJumpAgain_WallOfFleshGoat