43297 {
43298 switch ((
int)
ai[0])
43299 {
43300 case 0:
43301 {
43302 for (
int k = 0;
k < 4;
k++)
43303 {
43305 }
43306 for (
int l = 0;
l < 20;
l++)
43307 {
43309 Main.dust[
num5].noGravity =
true;
43310 Main.dust[
num5].velocity *= 3f;
43312 Main.dust[
num5].velocity *= 1.2f;
43313 Main.dust[
num5].noGravity =
true;
43314 }
43315 for (
int m = 0;
m < 1;
m++)
43316 {
43318 Main.gore[
num6].velocity *= 0.3f;
43319 Main.gore[
num6].velocity.X += (float)Main.rand.Next(-10, 11) * 0.05f;
43320 Main.gore[
num6].velocity.Y += (float)Main.rand.Next(-10, 11) * 0.05f;
43321 }
43322 break;
43323 }
43324 case 1:
43325 {
43328 Main.rand.NextFloat();
43330 {
43332 dust4.scale = 1.1f;
43333 dust4.fadeIn = 1.3f;
43334 dust4.velocity *= Main.rand.NextFloat() * 2f + 2f;
43335 if (
dust4.velocity.Y > 0f)
43336 {
43337 dust4.velocity *= 0.3f;
43338 }
43339 dust4.velocity *= 2f;
43340 }
43341 for (
int n = 0;
n < 3;
n++)
43342 {
43344 Main.gore[
num8].velocity *= 0.3f;
43345 Main.gore[
num8].velocity.X += (float)Main.rand.Next(-10, 11) * 0.05f;
43346 Main.gore[
num8].velocity.Y += (float)Main.rand.Next(-10, 11) * 0.05f;
43347 }
43354 break;
43355 }
43356 case 2:
43357 {
43360 float num9 = 0.05f;
43361 float num10 = 0.13f;
43362 bool flag = Main.rand.Next(4) == 0;
43363 if (flag)
43364 {
43367 }
43368 float num11 = Main.rand.NextFloatDirection();
43370 {
43376 {
43380 {
43383 }
43385 {
43390 dust5.fadeIn = 1.2f;
43391 dust5.noGravity = true;
43393 }
43394 }
43395 }
43396 if (flag)
43397 {
43399 {
43401 }
43403 {
43405 Main.dust[
num17].noGravity =
true;
43406 Main.dust[
num17].velocity *= 8f;
43408 Main.dust[
num17].velocity *= 4.2f;
43409 Main.dust[
num17].noGravity =
true;
43410 }
43412 {
43413 int num19 = Gore.NewGore(
position +
new Vector2((
float)(
width * Main.rand.Next(100)) / 100f, (
float)(
height * Main.rand.Next(100)) / 100f) - Vector2.One * 10f,
default(
Vector2), Main.rand.Next(61, 64));
43414 Main.gore[
num19].velocity *= 0.3f;
43415 Main.gore[
num19].velocity.X += (float)Main.rand.Next(-10, 11) * 0.05f;
43416 Main.gore[
num19].velocity.Y += (float)Main.rand.Next(-10, 11) * 0.05f;
43417 }
43418 }
43419 else
43420 {
43422 {
43424 }
43426 {
43428 Main.dust[
num22].noGravity =
true;
43429 Main.dust[
num22].velocity *= 4f;
43431 Main.dust[
num22].velocity *= 2.2f;
43432 Main.dust[
num22].noGravity =
true;
43433 }
43435 {
43436 int num24 = Gore.NewGore(
position +
new Vector2((
float)(
width * Main.rand.Next(100)) / 100f, (
float)(
height * Main.rand.Next(100)) / 100f) - Vector2.One * 10f,
default(
Vector2), Main.rand.Next(61, 64));
43437 Main.gore[
num24].velocity *= 0.3f;
43438 Main.gore[
num24].velocity.X += (float)Main.rand.Next(-10, 11) * 0.05f;
43439 Main.gore[
num24].velocity.Y += (float)Main.rand.Next(-10, 11) * 0.05f;
43440 }
43441 }
43442 break;
43443 }
43444 case 3:
43445 {
43449 {
43451 }
43452 float num28 = Main.rand.NextFloat() * ((float)
Math.
PI * 2f);
43454 {
43456 dust6.scale = 1.3f * (
dust6.velocity.Length() / 2f);
43457 dust6.fadeIn = 1.5f * (
dust6.velocity.Length() / 2f);
43458 dust6.noGravity = true;
43459 dust6.velocity *= 6f;
43461 {
43462 dust6.velocity.Y *= 0.1f;
43463 }
43464 else
43465 {
43466 dust6.velocity.X *= 0.1f;
43467 }
43468 dust6.velocity =
dust6.velocity.RotatedBy(
num28);
43469 }
43471 {
43472 int num31 = Gore.NewGore(
position +
new Vector2((
float)(
width * Main.rand.Next(100)) / 100f, (
float)(
height * Main.rand.Next(100)) / 100f) - Vector2.One * 10f,
default(
Vector2), Main.rand.Next(61, 64));
43473 Main.gore[
num31].velocity *= 0.3f;
43474 Main.gore[
num31].velocity.X += (float)Main.rand.Next(-10, 11) * 0.05f;
43475 Main.gore[
num31].velocity.Y += (float)Main.rand.Next(-10, 11) * 0.05f;
43476 }
43477 break;
43478 }
43479 case 4:
43480 {
43483 Main.rand.NextFloat();
43485 {
43486 Dust
dust7 = Dust.NewDustPerfect(
center5, 132,
null, 200);
43487 dust7.scale = 1.1f;
43488 dust7.fadeIn = 1.5f;
43489 dust7.velocity *= Main.rand.NextFloat() * 2f + 2f;
43490 if (
dust7.velocity.Y > 0f)
43491 {
43492 dust7.velocity *= 0.3f;
43493 }
43494 dust7.velocity *= 2f;
43495 }
43497 {
43499 Main.gore[
num34].velocity *= 0.3f;
43500 Main.gore[
num34].velocity.X += (float)Main.rand.Next(-10, 11) * 0.05f;
43501 Main.gore[
num34].velocity.Y += (float)Main.rand.Next(-10, 11) * 0.05f;
43502 }
43503 break;
43504 }
43505 case 5:
43506 {
43510 {
43511 int num26 = Dust.NewDust(
new Vector2(
position.
X,
position.
Y),
width,
height, 278, 0f, 0f, 200,
Color.
Lerp(
celeb2Color4,
Color.
White, Main.rand.NextFloat() * 0.4f), 2.5f);
43512 Main.dust[
num26].fadeIn = 1.3f;
43513 Main.dust[
num26].scale = 1.1f;
43514 Main.dust[
num26].velocity *= 2f;
43516 Main.dust[
num26].velocity *= 1.2f;
43517 Main.dust[
num26].noGravity =
true;
43518 }
43519 break;
43520 }
43521 case 6:
43522 {
43525 for (
int i = 0;
i < 4;
i++)
43526 {
43528 }
43529 for (float num = 0f; num < 1f; num += 0.015f)
43530 {
43533 dust.scale = 1.4f;
43534 dust.velocity =
vector * 5f;
43535 dust.velocity.Y += -3f;
43536 dust.velocity *= 2f;
43537 }
43539 {
43542 dust2.noGravity = true;
43543 dust2.scale = 0.4f;
43544 dust2.fadeIn = 1.2f;
43545 dust2.velocity =
vector2 * 4f;
43546 dust2.velocity.Y += -3f;
43547 dust2.velocity *= 2f;
43548 }
43550 {
43553 dust3.noGravity = true;
43554 dust3.scale = 0.4f;
43555 dust3.fadeIn = 1.3f;
43556 dust3.velocity =
vector3 * 7f;
43557 dust3.velocity.Y += -3f;
43558 dust3.velocity *= 2f;
43559 }
43560 for (
int j = 0;
j < 1;
j++)
43561 {
43562 int num4 = Gore.NewGore(
position +
new Vector2((
float)(
width * Main.rand.Next(100)) / 100f, (
float)(
height * Main.rand.Next(100)) / 100f) - Vector2.One * 10f,
default(
Vector2), Main.rand.Next(61, 64));
43563 Main.gore[
num4].velocity *= 0.3f;
43564 Main.gore[
num4].velocity.X += (float)Main.rand.Next(-10, 11) * 0.05f;
43565 Main.gore[
num4].velocity.Y += (float)Main.rand.Next(-10, 11) * 0.05f;
43566 }
43567 break;
43568 }
43569 }
43570 }
static double Abs(double value)
void CreateGroundExplosion(float MAX_SPREAD, int fluff, int distFluff, int layerStart, int layerEnd, int layerJump)
static Color Lerp(Color value1, Color value2, float amount)
static float Distance(Vector2 value1, Vector2 value2)
static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)