33833 {
33834 int[]
array =
new int[20];
33835 int num = 0;
33837 bool flag = false;
33840 for (
int i = 0;
i < 200;
i++)
33841 {
33842 if (!Main.npc[i].CanBeChasedBy(this))
33843 {
33844 continue;
33845 }
33846 float num5 = Main.npc[
i].position.X + (float)(Main.npc[i].width / 2);
33847 float num6 = Main.npc[
i].position.Y + (float)(Main.npc[i].height / 2);
33849 {
33850 if (num < 20)
33851 {
33853 num++;
33856 }
33857 flag = true;
33858 }
33859 }
33861 {
33862 flag = false;
33863 }
33864 if (flag)
33865 {
33866 int num7 = Main.rand.Next(num);
33868 num3 = Main.npc[
num7].position.X + (float)(Main.npc[
num7].width / 2);
33869 num4 = Main.npc[
num7].position.Y + (float)(Main.npc[
num7].height / 2);
33872 {
33883 }
33884 }
33885 }
static double Sqrt(double d)
static double Abs(double value)
IEntitySource GetProjectileSource_FromThis()
static int NewProjectile(IEntitySource spawnSource, Vector2 position, Vector2 velocity, int Type, int Damage, float KnockBack, int Owner=-1, float ai0=0f, float ai1=0f, float ai2=0f)