terraria-cpp2il-methodrecon v1.4.4.9
Terraria mobile dump, with reconstructed method body. Dump with CallAnalysis: https://infinitynichto.github.io/terraria-cpp2il
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◆ AI_145_BookStaffStorm()

void Terraria.Projectile.AI_145_BookStaffStorm ( )
inlineprivate

Definition at line 7615 of file Projectile.cs.

7616 {
7617 int num = this.soundDelay;
7618 if (num == 0)
7619 {
7620 this.soundDelay = num;
7621 if (num == 0)
7622 {
7623 }
7624 Vector2 center = base.Center;
7625 SlotId slotId;
7626 float num2 = slotId.ToFloat();
7627 }
7628 if (num == 0)
7629 {
7630 }
7631 float num3;
7633 if (activeSound != null)
7634 {
7635 Vector2 center2 = base.Center;
7636 if (num == 0)
7637 {
7638 }
7639 return;
7640 }
7641 int num4 = 17302;
7642 this.Kill();
7643 Vector2 top = base.Top;
7644 Vector2 bottom = base.Bottom;
7645 if (num4 == 0)
7646 {
7647 }
7648 Vector2 center3 = base.Center;
7649 int height = this.height;
7650 float y = this.position.Y;
7651 int num5 = 49952;
7652 if (num5 == 0)
7653 {
7654 }
7655 if (num5 == 0)
7656 {
7657 }
7658 float y2 = this.velocity.Y;
7659 }
class f__AnonymousType0<< Count > j__TPar
static ActiveSound GetActiveSound(SlotId id)
Vector2 velocity
Definition Entity.cs:463
Vector2 position
Definition Entity.cs:460
static SlotId FromFloat(float value)
Definition SlotId.cs:102

References ReLogic.Utilities.SlotId.FromFloat(), Terraria.Audio.SoundEngine.GetActiveSound(), Terraria.Entity.height, j__TPar, Terraria.Projectile.Kill(), Terraria.Entity.position, Terraria.Projectile.soundDelay, ReLogic.Utilities.SlotId.ToFloat(), Terraria.Entity.velocity, and Microsoft.Xna.Framework.Vector2.Y.