37034 {
37037 {
37039 }
37041 {
37043 }
37045 {
37047 }
37048 if (
list.Count <= 0)
37049 {
37050 return;
37051 }
37052 int num = Utils.SelectRandom(Main.rand,
list.ToArray());
37053 int num2 = Main.rand.Next(3, 6);
37054 int num3 = Main.rand.Next(0, 4);
37062 {
37066 if (
num5 > 0 &&
num3 > 0 && (Main.rand.Next(3) != 0 ||
num5 == 1))
37067 {
37071 }
37072 for (
int i = 0;
i <
num7;
i++)
37073 {
37076 {
37077 num9 = Utils.SelectRandom<
int>(Main.rand, -1, 1);
37078 }
37079 else if (i == 1)
37080 {
37082 }
37083 float num10 = ((
num5 % 2 == 0) ? 0f : ((float)
Math.
PI)) + (0.5f - Main.rand.NextFloat()) * ((float)
Math.
PI / 4f) + (float)
num9 * ((float)
Math.
PI / 4f) * (float)(
num5 % 2 == 0).ToDirectionInt();
37084 float num11 = 100f + 50f * Main.rand.NextFloat();
37086 if (i != 0)
37087 {
37089 }
37091 {
37092 num10 = (0.5f - Main.rand.NextFloat()) * ((
float)Math.PI / 4f);
37093 num11 = 100f + 100f * Main.rand.NextFloat();
37094 }
37097 {
37099 }
37100 num4 = Projectile.NewProjectile(
GetSpawnSource_ForProjectile(),
item.X,
item.Y,
vector.X,
vector.Y, 540, 0, 0f, Main.myPlayer, (float)(-
num5) * 10f, 0.5f + Main.rand.NextFloat() * 0.5f);
37103 {
37105 }
37106 }
37109 {
37112 }
37113 }
37114 Main.projectile[
num4].localAI[0] = num;
37115 }
bool ICollection< KeyValuePair< TKey, TValue > >. Remove(KeyValuePair< TKey, TValue > keyValuePair)
void Add(TKey key, TValue value)
static byte Max(byte val1, byte val2)
static int CountNPCS(int Type)
IEntitySource GetSpawnSource_ForProjectile()