33735 {
33737 int num = 60;
33741 {
33743 }
33744 if (
localAI[0] >= (
float)num)
33745 {
33747 }
33748 bool flag =
ai[0] == 1f;
33751 if (flag)
33752 {
33755 }
33756 if (
localAI[0] < (
float)
num5 && Main.rand.NextFloat() < 0.25f)
33757 {
33759 Dust dust = Dust.NewDustDirect(
base.Center + Main.rand.NextVector2Circular(60f, 60f) * Utils.Remap(
localAI[0], 0f, 72f, 0.5f, 1f), 4, 4,
num6,
velocity.
X * 0.2f,
velocity.
Y * 0.2f, 100);
33760 if (Main.rand.Next(4) == 0)
33761 {
33762 dust.noGravity = true;
33763 dust.scale *= 3f;
33764 dust.velocity.X *= 2f;
33765 dust.velocity.Y *= 2f;
33766 }
33767 else
33768 {
33769 dust.scale *= 1.5f;
33770 }
33771 dust.scale *= 1.5f;
33772 dust.velocity *= 1.2f;
33773 dust.velocity +=
velocity * 1f * Utils.Remap(
localAI[0], 0f, (
float)num * 0.75f, 1f, 0.1f) * Utils.Remap(
localAI[0], 0f, (
float)num * 0.1f, 0.1f, 1f);
33774 dust.customData = 1;
33775 }
33776 if (
num4 > 0 &&
localAI[0] >= (
float)
num4 && Main.rand.NextFloat() < 0.5f)
33777 {
33781 Dust
dust2 = Dust.NewDustDirect(
base.Center + Main.rand.NextVector2Circular(50f, 50f) -
vector * 2f, 4, 4,
num7, 0f, 0f, 150,
new Color(80, 80, 80));
33782 dust2.noGravity = true;
33783 dust2.velocity =
vector;
33784 dust2.scale *= 1.1f + Main.rand.NextFloat() * 0.2f;
33785 dust2.customData = -0.3f - 0.15f * Main.rand.NextFloat();
33786 }
33787 }