36946 {
36949 {
36951 }
36953 {
36955 }
36957 {
36959 }
36960 if (
list.Count > 0)
36961 {
36962 int num = Utils.SelectRandom(Main.rand,
list.ToArray());
36963 ai[1] = 30 * Main.rand.Next(5, 16);
36964 int num2 = Main.rand.Next(3, 6);
36965 int num3 = Main.rand.Next(0, 4);
36973 {
36977 if (
num5 > 0 &&
num3 > 0 && (Main.rand.Next(3) != 0 ||
num5 == 1))
36978 {
36982 }
36983 for (
int i = 0;
i <
num7;
i++)
36984 {
36987 {
36988 num9 = Utils.SelectRandom<
int>(Main.rand, -1, 1);
36989 }
36990 else if (i == 1)
36991 {
36993 }
36994 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();
36995 float num11 = 100f + 50f * Main.rand.NextFloat();
36997 if (i != 0)
36998 {
37000 }
37002 {
37003 num10 = (0.5f - Main.rand.NextFloat()) * ((
float)Math.PI / 4f);
37004 num11 = 100f + 100f * Main.rand.NextFloat();
37005 }
37008 {
37010 }
37011 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);
37014 {
37016 }
37017 }
37020 {
37023 }
37024 }
37025 Main.projectile[
num4].localAI[0] = num;
37026 }
37027 else
37028 {
37030 }
37031 }
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()