13036 {
13038 if (Main.getGoodWorld)
13039 {
13040 num += 3f;
13041 }
13042 if ((!Main.player[
target].ZoneLihzhardTemple && !Main.player[
target].ZoneJungle) || (
double)Main.player[
target].Center.Y < Main.worldSurface * 16.0)
13043 {
13044 num *= 2f;
13045 }
13047 {
13049 return;
13050 }
13052 {
13055 {
13057 }
13059 }
13063 vector.X += (float)((
type == 247) ? (-84) : 78) *
scale;
13067 {
13071 {
13073 }
13075 {
13077 }
13079 {
13081 }
13082 num3 *= (num + 3f) / 4f;
13084 {
13086 }
13091 {
13093 velocity.X = x;
13094 velocity.Y = y;
13098 {
13100 }
13102 {
13104 }
13106 {
13108 }
13110 {
13112 if ((
type == 247 &&
base.Center.X + 100f > Main.player[
target].Center.X) || (
type == 248 &&
base.Center.X - 100f < Main.player[
target].Center.X))
13113 {
13116 }
13117 else
13118 {
13120 }
13121 }
13122 }
13123 else
13124 {
13126 velocity.X = x *
num4;
13127 velocity.Y = y *
num4;
13130 {
13132 }
13133 }
13134 }
13135 else if (
ai[0] == 1f)
13136 {
13142 {
13143 for (
int i = 0;
i < 1;
i++)
13144 {
13149 dust.fadeIn = 1.5f;
13150 dust.scale = 0.5f;
13151 if (Main.getGoodWorld)
13152 {
13153 dust.noLight = true;
13154 }
13155 dust.noGravity = true;
13156 }
13157 }
13159 {
13167 {
13169 }
13171 {
13173 }
13175 {
13177 }
13178 num6 *= (num + 3f) / 4f;
13180 {
13182 }
13192 {
13194 }
13195 }
13196 }
13197 else if (
ai[0] == 2f)
13198 {
13199 if (Main.netMode != 1 && Main.getGoodWorld)
13200 {
13201 for (
int j = (
int)(position.X / 16f) - 1; (float)
j < (
position.
X + (
float)
width) / 16f + 1f;
j++)
13202 {
13203 for (
int k = (
int)(position.Y / 16f) - 1; (float)
k < (
position.
Y + (
float)
width) / 16f + 1f;
k++)
13204 {
13205 if (Main.tile[
j,
k].type == 4)
13206 {
13208 if (Main.netMode == 2)
13209 {
13210 NetMessage.SendTileSquare(-1,
j,
k);
13211 }
13212 }
13213 }
13214 }
13215 }
13218 {
13220 }
13221 if (Main.rand.Next(2) == 0)
13222 {
13226 }
13228 {
13230 {
13232 }
13234 {
13236 }
13237 }
13238 else
13239 {
13241 {
13243 }
13245 {
13247 }
13248 }
13250 {
13253 }
13254 }
13255 else
13256 {
13258 {
13259 return;
13260 }
13262 float num10 = 0.4f;
13271 {
13272 velocity.X +=
num10;
13274 {
13275 velocity.X +=
num10 * 2f;
13276 }
13277 }
13279 {
13280 velocity.X -=
num10;
13282 {
13283 velocity.X -=
num10 * 2f;
13284 }
13285 }
13287 {
13288 velocity.Y +=
num10;
13290 {
13291 velocity.Y +=
num10 * 2f;
13292 }
13293 }
13295 {
13296 velocity.Y -=
num10;
13298 {
13299 velocity.Y -=
num10 * 2f;
13300 }
13301 }
13304 {
13306 }
13307 }
13308 }
static double Atan2(double y, double x)
static double Sqrt(double d)
static double Abs(double value)
static void PlaySound(int type, Vector2 position, int style=1)
static readonly LegacySoundStyle Item14
void TargetClosest(bool faceTarget=true)
double StrikeNPCNoInteraction(int Damage, float knockBack, int hitDirection, bool crit=false, bool noEffect=false, bool fromNet=false)