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)