58054 {
58055 if (
ai[1] < 0f ||
ai[1] > 200f)
58056 {
58058 return;
58059 }
58061 float num = -8f;
58065 DelegateMethods.v3_1 =
new Vector3(1.2f, 1f, 0.3f);
58066 float num2 =
ai[0] / 40f;
58068 {
58070 }
58071 float num3 = (
ai[0] - 38f) / 40f;
58073 {
58075 }
58076 Utils.PlotTileLine(
base.Center +
rotation.ToRotationVector2() * 400f *
num3, base.Center +
rotation.ToRotationVector2() * 400f *
num2, 16f, DelegateMethods.CastLight);
58077 Utils.PlotTileLine(
base.Center +
rotation.ToRotationVector2().RotatedBy(0.19634954631328583) * 400f *
num3, base.Center +
rotation.ToRotationVector2().RotatedBy(0.19634954631328583) * 400f *
num2, 16f, DelegateMethods.CastLight);
58078 Utils.PlotTileLine(
base.Center +
rotation.ToRotationVector2().RotatedBy(-0.19634954631328583) * 400f *
num3, base.Center +
rotation.ToRotationVector2().RotatedBy(-0.19634954631328583) * 400f *
num2, 16f, DelegateMethods.CastLight);
58080 {
58081 for (
int i = 0;
i < 3;
i++)
58082 {
58084 dust.fadeIn = 1.5f;
58085 dust.velocity =
rotation.ToRotationVector2().RotatedBy(Main.rand.NextFloatDirection() * ((float)
Math.
PI / 12f)) * (0.5f + Main.rand.NextFloat() * 2.5f) * 15f;
58086 dust.velocity += nPC.velocity * 2f;
58087 dust.noLight = true;
58088 dust.noGravity = true;
58089 dust.alpha = 200;
58090 }
58091 }
58092 if (Main.rand.Next(5) == 0 &&
ai[0] >= 15f)
58093 {
58094 Gore gore = Gore.NewGoreDirect(
base.Center +
rotation.ToRotationVector2() * 300f - Utils.RandomVector2(Main.rand, -20f, 20f),
Vector2.
Zero, 61 + Main.rand.Next(3), 0.5f);
58095 gore.velocity *= 0.3f;
58096 gore.velocity +=
rotation.ToRotationVector2() * 4f;
58097 }
58098 for (
int j = 0;
j < 1;
j++)
58099 {
58101 dust2.fadeIn = 1.5f;
58102 dust2.scale = 0.4f;
58103 dust2.velocity =
rotation.ToRotationVector2().RotatedBy(Main.rand.NextFloatDirection() * ((float)
Math.
PI / 12f)) * (0.5f + Main.rand.NextFloat() * 2.5f) * 15f;
58104 dust2.velocity += nPC.velocity * 2f;
58105 dust2.velocity *= 0.3f;
58106 dust2.noLight = true;
58107 dust2.noGravity = true;
58108 float num4 = Main.rand.NextFloat();
58110 dust2.position +=
rotation.ToRotationVector2().RotatedBy(1.5707963705062866) * (20f + 100f * (
num4 - 0.5f));
58111 }
58115 {
58117 }
58118 }
static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)