22839 {
22841 {
22842 bool flag = true;
22843 if (!Falling)
22844 {
22846 if ((float)Main.rand.Next(100) > num * 50f)
22847 {
22848 flag = false;
22849 }
22850 }
22851 if (!flag)
22852 {
22853 return;
22854 }
22858 {
22859 movementVector.Y *= -1f;
22860 }
22862 {
22866 }
22868 {
22869 return;
22870 }
22872 if (Falling)
22873 {
22876 {
22878 }
22879 }
22880 for (
int i = 0;
i <
num2;
i++)
22881 {
22885 {
22886 if (paintColor != 0)
22887 {
22888 break;
22889 }
22891 }
22893 {
22895 }
22897 {
22899 }
22901 {
22903 }
22905 {
22907 }
22909 {
22911 }
22913 {
22915 }
22917 {
22919 }
22921 {
22923 }
22925 {
22927 }
22929 {
22931 }
22933 {
22935 }
22937 {
22939 }
22941 {
22943 }
22945 {
22947 }
22949 {
22951 }
22953 {
22955 }
22956 if (
num3 == 32 && Main.rand.Next(2) == 0)
22957 {
22959 }
22960 if (
num3 == 14 && Main.rand.Next(2) == 0)
22961 {
22963 }
22964 if (
num3 == 51 && Main.rand.Next(2) == 0)
22965 {
22967 }
22968 if (
num3 == 36 && Main.rand.Next(2) == 0)
22969 {
22971 }
22972 if (
num3 == 0 && Main.rand.Next(3) != 0)
22973 {
22975 }
22976 if (
num3 == 53 && Main.rand.Next(3) != 0)
22977 {
22979 }
22982 {
22984 }
22986 {
22988 }
22990 {
22992 }
22993 if (!Falling)
22994 {
22996 if ((
float)Main.rand.Next(100) >
num4 * 100f)
22997 {
22999 }
23000 }
23002 {
23003 continue;
23004 }
23007 {
23009 }
23011 {
23013 }
23015 {
23016 continue;
23017 }
23020 {
23022 }
23024 {
23025 Main.dust[
num6].scale += (float)Main.rand.Next(3) * 0.1f;
23026 Main.dust[
num6].noLight =
true;
23027 }
23029 {
23030 Main.dust[
num6].scale += (float)Main.rand.Next(6) * 0.1f;
23031 }
23033 {
23034 Main.dust[
num6].scale += 0.25f;
23035 Main.dust[
num6].alpha = 50;
23036 }
23038 {
23039 Main.dust[
num6].scale += (float)Main.rand.Next(2, 8) * 0.1f;
23040 }
23041 Main.dust[
num6].noGravity =
true;
23043 {
23044 if (Main.rand.Next(4) == 0)
23045 {
23046 Main.dust[
num6].noGravity =
false;
23047 Main.dust[
num6].scale *= 1.1f;
23048 }
23049 else
23050 {
23051 Main.dust[
num6].scale *= 1.2f;
23052 }
23053 }
23055 {
23056 Main.dust[
num6].velocity.X *= 1.2f;
23057 Main.dust[
num6].velocity.Y *= 0.8f;
23058 Main.dust[
num6].velocity.Y -= 1f;
23059 Main.dust[
num6].velocity *= 0.8f;
23060 Main.dust[
num6].scale += (float)Main.rand.Next(3) * 0.1f;
23061 Main.dust[
num6].velocity.X = (Main.dust[
num6].position.X - (position.X + (float)(
width / 2))) * 0.2f;
23062 if (Main.dust[
num6].velocity.Y > 0f)
23063 {
23064 Main.dust[
num6].velocity.Y *= -1f;
23065 }
23066 Main.dust[
num6].velocity.X +=
num5 * 0.3f;
23067 }
23068 else
23069 {
23070 Main.dust[
num6].velocity *= 0.2f;
23071 }
23072 Main.dust[
num6].position.X -=
num5 * 1f;
23074 {
23075 Main.dust[
num6].velocity.Y *= -1f;
23076 }
23077 }
23078 }
static double Abs(double value)
static void PlaySound(int type, Vector2 position, int style=1)
static void RequestParticleSpawn(bool clientOnly, ParticleOrchestraType type, ParticleOrchestraSettings settings, int? overrideInvokingPlayerIndex=null)
static readonly LegacySoundStyle Item177