13278 {
13280 {
13282 {
13285 vector.Y /= 0.8f;
13286 float num = 55f;
13287 return vector.Length() <= num;
13288 }
13289 }
13290 else if (
type == 973)
13291 {
13292 Vector2 v = targetRect.ClosestPointInRect(
base.Center) -
base.Center;
13295 if (v.
Length() <
num2 && Collision.CanHit(
base.Center, 0, 0, targetRect.
Center.ToVector2(), 0, 0))
13296 {
13297 return true;
13298 }
13299 }
13300 else
13301 {
13303 {
13304 if (!
myRect.Intersects(targetRect))
13305 {
13306 return false;
13307 }
13308 return Collision.CanHit(
base.Center, 0, 0, targetRect.
Center.ToVector2(), 0, 0);
13309 }
13311 {
13316 {
13317 return true;
13318 }
13319 }
13320 else
13321 {
13323 {
13329 {
13330 return true;
13331 }
13332 float num5 = Utils.Remap(
localAI[0],
ai[1] * 0.3f,
ai[1] * 0.5f, 1f, 0f);
13334 {
13337 {
13338 return true;
13339 }
13340 }
13341 return false;
13342 }
13344 {
13346 {
13349 {
13350 return true;
13351 }
13352 }
13353 }
13354 else
13355 {
13357 {
13361 {
13363 if (!(
num7 < 0f) && !(
num7 > 60f))
13364 {
13370 {
13371 return true;
13372 }
13373 }
13374 }
13379 {
13380 return true;
13381 }
13382 return false;
13383 }
13385 {
13387 {
13388 float num9 = Utils.Remap(
num8, 0f, 1f, 1f, 5f);
13393 {
13394 return true;
13395 }
13396 }
13397 }
13398 else
13399 {
13401 {
13408 {
13409 return true;
13410 }
13411 return false;
13412 }
13414 {
13423 {
13424 return true;
13425 }
13426 return false;
13427 }
13429 {
13437 {
13438 return true;
13439 }
13440 return false;
13441 }
13443 {
13452 {
13453 return true;
13454 }
13456 {
13457 return true;
13458 }
13460 {
13461 return true;
13462 }
13463 return false;
13464 }
13466 {
13468 }
13469 else
13470 {
13472 {
13475 for (
int j = 0;
j <
num15;
j += 2)
13476 {
13479 {
13482 if (
hitbox2.Intersects(targetRect))
13483 {
13484 return true;
13485 }
13486 }
13487 }
13488 return false;
13489 }
13491 {
13494 {
13497 {
13499 {
13500 return true;
13501 }
13502 }
13503 }
13504 return false;
13505 }
13507 {
13511 {
13514 if (
myRect.Intersects(targetRect))
13515 {
13516 return true;
13517 }
13518 }
13519 return false;
13520 }
13522 {
13524 }
13525 else if (
type == 963 &&
ai[0] >= 2f)
13526 {
13528 }
13529 else if (
type == 758)
13530 {
13532 {
13533 return true;
13534 }
13535 }
13536 else if (
type == 636 && targetRect.
Width > 8 && targetRect.
Height > 8)
13537 {
13539 }
13540 else if (
type == 607)
13541 {
13544 }
13545 else if (
type == 661)
13546 {
13548 {
13549 return false;
13550 }
13551 }
13552 else
13553 {
13555 {
13556 if (
myRect.Intersects(targetRect) && targetRect.Distance(
base.Center) < (
float)(
height / 2 - 20))
13557 {
13559 {
13560 return true;
13561 }
13563 {
13564 return true;
13565 }
13566 }
13567 return false;
13568 }
13570 {
13573 {
13579 {
13581 }
13583 {
13585 {
13586 return true;
13587 }
13588 }
13590 {
13591 return true;
13592 }
13593 }
13594 }
13595 }
13596 }
13597 }
13598 }
13599 }
13600 }
13601 if (
myRect.Intersects(targetRect))
13602 {
13603 return true;
13604 }
13606 {
13609 {
13610 return true;
13611 }
13612 return false;
13613 }
13615 {
13620 {
13622 }
13624 {
13626 }
13628 {
13629 return true;
13630 }
13631 return false;
13632 }
13634 {
13637 float num21 = -95f;
13639 {
13640 return true;
13641 }
13642 return false;
13643 }
13645 {
13648 {
13649 return true;
13650 }
13651 return false;
13652 }
13654 {
13657 {
13658 return true;
13659 }
13660 return false;
13661 }
13663 {
13666 {
13667 return true;
13668 }
13669 return false;
13670 }
13672 {
13675 {
13676 return true;
13677 }
13678 return false;
13679 }
13681 {
13684 {
13685 return true;
13686 }
13687 return false;
13688 }
13690 {
13694 {
13695 return true;
13696 }
13697 return false;
13698 }
13700 {
13703 {
13704 return true;
13705 }
13706 return false;
13707 }
13709 {
13712 {
13713 return true;
13714 }
13715 return false;
13716 }
13718 {
13722 {
13724 }
13725 float num23 = (
ai[0] - 38f) / 40f;
13727 {
13729 }
13733 {
13734 return true;
13735 }
13736 return false;
13737 }
13739 {
13741 {
13744 if (
myRect.Intersects(targetRect))
13745 {
13746 return true;
13747 }
13748 }
13749 return false;
13750 }
13752 {
13754 {
13756 {
13759 if (
myRect.Intersects(targetRect))
13760 {
13761 return true;
13762 }
13763 }
13764 }
13765 }
13766 else if (
type == 464 &&
ai[1] != 1f)
13767 {
13769 float num25 =
ai[0] % 45f / 45f;
13772 {
13773 float num27 = (float)
num26 * ((
float)Math.PI * 2f) / 6f;
13775 {
13776 return true;
13777 }
13778 }
13779 }
13780 return false;
13781 }
static float Max(float value1, float value2)
static int Sign(decimal value)
HallowBossPelletStormInfo AI_172_GetPelletStormInfo(int stormIndex)
static void FillWhipControlPoints(Projectile proj, List< Vector2 > controlPoints)
static Rectangle _lanceHitboxBounds
bool AI_019_Spears_GetExtensionHitbox(out Rectangle extensionBox)
int AI_172_GetPelletStormsCount()
List< Vector2 > WhipPointsForCollision
bool AI_137_CanHit(Vector2 targetPosition)
void Inflate(int horizontalAmount, int verticalAmount)
bool Intersects(Rectangle value)
static float Distance(Vector2 value1, Vector2 value2)
static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)