Beispiel #1
0
        //public override Vector2? HoldoutOffset() => new Vector2(10, 0);


        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            const float shootArc   = Tools.FullCircle / 10f;
            const int   fireAmount = 9;

            for (int i = 0; i < fireAmount; i++)
            {
                // Creates the arc by going back and forth - this way it will not look lopsided in low graphics settings
                var velocity = new Vector2(speedX, speedY).RotatedBy(shootArc / 2f * i / fireAmount * (i % 2 == 0 ? 1 : -1));
                Projectile.NewProjectile(position, velocity, type, damage, knockBack, player.whoAmI);
            }

            int gelAmount   = Main.rand.Next(1, 4);
            var gelPosition = position + new Vector2(speedX, speedY).OfLength(Item.width); // Tip of the nozzle

            if (!Collision.CanHit(player.Center, 0, 0, gelPosition, 0, 0))
            {
                gelPosition = position;                                                            // So that it doesn't go through walls
            }
            for (int i = 0; i < gelAmount; i++)
            {
                var gelVelocity = new Vector2(speedX, speedY)
                                  .RotatedBy(shootArc * Main.rand.NextFloat(-1, +1)) // Random inside the fire arc
                                  * Main.rand.NextFloat(0, 2);                       // Random power

                Projectile.NewProjectile(gelPosition, gelVelocity, Mod.Find <ModProjectile>(nameof(ProjGelFire)).Type, damage, 0, player.whoAmI);
            }

            if (Main.rand.NextBool(1000))
            {
                Main.NewText("Burn, baby! Burn!", Color.Orange);
            }
            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            int amount = Main.rand.Next(1, 4);

            for (int i = 0; i <= 2; i++)
            {
                if (Main.rand.NextBool(6))
                {
                    amount++;
                }
            }

            if (player.strongBees && Main.rand.NextBool(3))
            {
                amount++;
            }

            for (int i = 0; i < amount; i++)
            {
                speedX += Main.rand.Next(-35, 36) * 0.02f;
                speedY += Main.rand.Next(-35, 36) * 0.02f;
                int proj = Projectile.NewProjectile(position.X, position.Y, speedX, speedY, player.beeType(), player.beeDamage(damage), player.beeKB(knockBack), player.whoAmI);
                Main.projectile[proj].minion = true;
                Main.projectile[proj].magic  = false;
            }

            return(false);
        }
Beispiel #3
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            Vector2 center   = player.MountedCenter;
            Vector2 velocity = new Vector2(player.direction, 0); //Fist movement direction

            int nextFist = -1;

            for (int i = 0; i < 20; i++) // Makes x attempts at creating a projectile that the player can reach
            {
                do
                {
                    nextFist = Main.rand.Next(FistPositions.Length);
                }while (nextFist == PreviousFist); // Can't match the position of the previous one

                var offset = FistPositions[nextFist];
                offset.X *= player.direction;
                position  = center + offset;

                if (Collision.CanHit(center, 0, 0, position, 0, 0))
                {
                    break;
                }
            }

            PreviousFist = nextFist;
            Projectile.NewProjectile(position, velocity, type, damage, knockBack, player.whoAmI);
            return(false);
        }
Beispiel #4
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            float cursorAngle = (Main.MouseWorld - player.Center).ToRotation().ToDegrees();

            if (cursorAngle >= -135 && cursorAngle <= -45)
            {
                position = -Vector2.UnitY;                                            // Up
            }
            else if (cursorAngle >= -45 && cursorAngle <= +45)
            {
                position = Vector2.UnitX;                                                // Right
            }
            else if (cursorAngle >= +45 && cursorAngle <= +135)
            {
                position = Vector2.UnitY;                                                 // Down
            }
            else
            {
                position = -Vector2.UnitX;  // Left
            }
            var proj = Projectile.NewProjectileDirect(Vector2.Zero, Vector2.Zero, type, damage, knockBack, player.whoAmI);
            var mane = proj.ModProjectile as ProjLionsMane;

            mane.RelativePosition = position.OfLength(5);
            mane.Direction        = player.altFunctionUse == 2 ? -1 : +1;
            proj.netUpdate        = true;
            return(false);
        }
Beispiel #5
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            type = Mod.Find <ModProjectile>(nameof(RainbowArrow)).Type;

            RainbowArrow.ArrowMode mode;
            if (ShootingWhiteArrow(player))
            {
                mode = RainbowArrow.ArrowMode.White;
            }
            else
            {
                mode = RainbowArrow.ArrowMode.Normal;
                if (NextColor < 11)
                {
                    NextColor++;
                }
                else
                {
                    NextColor = 0;
                }
            }

            var proj  = Projectile.NewProjectileDirect(position, new Vector2(speedX, speedY), type, damage, knockBack, player.whoAmI);
            var arrow = proj.ModProjectile as RainbowArrow;

            arrow.Mode     = mode;
            arrow.ColorId  = NextColor;
            proj.netUpdate = true;
            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            player.AddBuff(Item.buffType, 2);
            Vector2 spawnPos = Main.MouseWorld;

            velocity = velocity.RotatedBy(Math.PI / 2);

            player.SpawnMinionOnCursor(source, player.whoAmI, ModContent.ProjectileType <OpticRetinazer>(), Item.damage, knockback, default, velocity);
Beispiel #7
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            var proj  = Projectile.NewProjectileDirect(source, position, velocity, type, damage, knockback, player.whoAmI);
            var laser = proj.ModProjectile as ProjLaserPointer;

            laser.LaserColor = LaserColor;
            return(false);
        }
        public override bool Shoot(Item item, Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            if (AccessoryProperties.YoyoDupe && YoyoProjectiles.YoyoProjectilesList.Contains(type))
            {
                SpawnProjectiles.CreateDuplicate(type, position, velocity.X, velocity.Y, damage, knockback, 2, player.GetSource_ItemUse(item));
            }

            return(base.Shoot(item, player, source, position, velocity, type, damage, knockback));
        }
Beispiel #9
0
 public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
 {
     if (player.altFunctionUse == 2)
     {
         damage = (int)(damage * 0.75);
     }
     Projectile.NewProjectile(source, position, velocity, type, damage, knockback, player.whoAmI);
     return(false);
 }
Beispiel #10
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            var proj = Projectile.NewProjectileDirect(position, new Vector2(speedX, speedY), type, damage, knockBack, player.whoAmI);

            proj.GetGlobalProjectile <VirtuousProjectile>().spotter = true; // Projectile can spawn a Crosshair
            proj.netUpdate = true;

            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            int proj = Projectile.NewProjectile(position.X, position.Y, speedX, speedY, type, damage, knockBack, player.whoAmI);

            Main.projectile[proj].minion = true;
            Main.projectile[proj].melee  = false;
            Main.projectile[proj].ranged = false;
            Main.projectile[proj].magic  = false;
            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            for (int i = -1; i <= 1; i++)
            {
                Projectile.NewProjectile(source, position, velocity.RotatedBy(MathHelper.ToRadians(30) * i), type, damage, knockback, player.whoAmI, lastThrown);
            }

            lastThrown = type;
            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            if (player.altFunctionUse == 2)
            {
                FargoSoulsUtil.NewSummonProjectile(source, position, velocity, type, Item.damage, knockback, player.whoAmI);
                return(false);
            }

            return(base.Shoot(player, source, position, velocity, type, damage, knockback));
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            int numberProjectiles = 9;

            for (int i = 0; i < numberProjectiles; i++)
            {
                velocity = velocity.RotatedBy(MathHelper.ToRadians(45) * (Main.rand.NextDouble() - 0.5));
                Projectile.NewProjectile(source, position, velocity, type, damage, knockback, player.whoAmI);
            }

            return(false);
        }
Beispiel #15
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            type = ModContent.ProjectileType <PrimeLaser>();

            int p = Projectile.NewProjectile(player.GetSource_ItemUse(Item), position, velocity, type, damage, knockback, player.whoAmI);

            if (p < 1000)
            {
                SplitProj(Main.projectile[p], 21);
            }

            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            //initial spawn
            if (player.ownedProjectileCounts[ModContent.ProjectileType <VortexRitualProj>()] <= 0)
            {
                Vector2 mouse = Main.MouseWorld;
                Projectile.NewProjectile(source, mouse, Vector2.Zero, ModContent.ProjectileType <VortexRitualProj>(), damage, knockback, player.whoAmI, 0, 300);

                //some funny dust
            }

            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            int amount = Main.rand.Next(1, 4);

            for (int i = 0; i < amount; i++)
            {
                speedX += Main.rand.Next(-35, 36) * 0.05f;
                speedY += Main.rand.Next(-35, 36) * 0.05f;
                int proj = Projectile.NewProjectile(position.X, position.Y, speedX, speedY, type, damage, knockBack, player.whoAmI);
                Main.projectile[proj].minion = true;
                Main.projectile[proj].magic  = false;
            }

            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            player.AddBuff(ModContent.BuffType <Buffs.Minions.BrainMinion>(), 2);
            Vector2 spawnPos        = Main.MouseWorld;
            float   usedminionslots = 0;
            var     minions         = Main.projectile.Where(x => x.minionSlots > 0 && x.owner == player.whoAmI && x.active);

            foreach (Projectile minion in minions)
            {
                usedminionslots += minion.minionSlots;
            }
            if (player.ownedProjectileCounts[type] == 0 && usedminionslots != player.maxMinions) //only spawn brain minion itself when the player doesnt have any, and if minion slots aren't maxxed out
            {
                player.SpawnMinionOnCursor(source, player.whoAmI, type, Item.damage, knockback);
            }
            player.SpawnMinionOnCursor(source, player.whoAmI, ModContent.ProjectileType <CreeperMinion>(), Item.damage, knockback, default, Main.rand.NextVector2Circular(10, 10));
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            damage = (int)(damage / 4.0 * 1.3);

            float minionSlotsUsed = 0;

            for (int i = 0; i < Main.maxProjectiles; i++)
            {
                if (Main.projectile[i].active && !Main.projectile[i].hostile && Main.projectile[i].owner == player.whoAmI && Main.projectile[i].minionSlots > 0)
                {
                    minionSlotsUsed += Main.projectile[i].minionSlots;
                }
            }

            float modifier = player.maxMinions - minionSlotsUsed;

            if (modifier < 1)
            {
                modifier = 1;
            }
            if (modifier > 7)
            {
                modifier = 7;
            }

            float spread = MathHelper.ToRadians(60f / 3.5f);

            if (modifier % 2 == 0)
            {
                Vector2 baseSpeed = velocity.RotatedBy(spread * (-modifier / 2 + 0.5f)); //half offset for v spread
                for (int i = 0; i < modifier; i++)
                {
                    FargoSoulsUtil.NewSummonProjectile(source, position, baseSpeed.RotatedBy(spread * (i + Main.rand.NextFloat(-0.5f, 0.5f))), type, Item.damage, knockback, player.whoAmI);
                }
            }
            else
            {
                Vector2 baseSpeed = velocity;
                int     max       = (int)modifier / 2;
                for (int i = -max; i <= max; i++)
                {
                    FargoSoulsUtil.NewSummonProjectile(source, position, baseSpeed.RotatedBy(spread * (i + Main.rand.NextFloat(-0.5f, 0.5f))), type, Item.damage, knockback, player.whoAmI);
                }
            }

            return(false);
        }
Beispiel #20
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            float     x;
            float     y        = player.Center.Y - Main.rand.NextFloat(600, 700);
            const int timeLeft = 45 * 2;

            for (int i = 0; i < 5; i++)
            {
                x = player.Center.X + 2f * Main.rand.NextFloat(-400, 400);
                float ai1 = Main.rand.Next(timeLeft);
                int   p   = Projectile.NewProjectile(source, x, y, Main.rand.NextFloat(-4f, 4f), Main.rand.NextFloat(15f, 20f), type, damage, knockback, player.whoAmI, 0f, ai1);
                if (p != Main.maxProjectiles)
                {
                    Main.projectile[p].timeLeft = timeLeft;
                }
            }
            return(false);
        }
Beispiel #21
0
        public sealed override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockBack)
        {
            var orbitalPlayer = player.GetModPlayer <OrbitalPlayer>();

            if (orbitalPlayer.active[this.OrbitalType]) // The orbital is already active
            {
                if (Special != SpecialType.None)        // Alternate use mechanics
                {
                    if (Special == SpecialType.RightClick)
                    {
                        // Left-click resets duration, right-click activates special
                        if (player.altFunctionUse != 2)
                        {
                            orbitalPlayer.time = orbitalPlayer.ModifiedOrbitalTime(this);
                        }
                        else
                        {
                            orbitalPlayer.SpecialFunctionActive = true;
                        }
                    }
                    else if (Special == SpecialType.Reuse)
                    {
                        // Activates special and resets duration
                        orbitalPlayer.SpecialFunctionActive = true;
                        orbitalPlayer.time = orbitalPlayer.ModifiedOrbitalTime(this);
                    }
                }
            }
            else // The orbital is not active
            {
                orbitalPlayer.ResetOrbitals();
                orbitalPlayer.active[this.OrbitalType] = true;
                orbitalPlayer.time = orbitalPlayer.ModifiedOrbitalTime(this);

                for (int i = 0; i < this.Amount; i++)
                {
                    // The desired rotation will be passed as velocity
                    Vector2 rotation = Vector2.UnitX.RotatedBy(Tools.FullCircle * i / this.Amount);
                    Projectile.NewProjectile(source, position, rotation, type, damage, knockBack, player.whoAmI);
                }
            }

            return(false); // Doesn't shoot normally
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            flip = !flip;

            if (player.altFunctionUse == 2) //right click
            {
                velocity = velocity.RotatedBy(Math.PI / 2 * (flip ? 1 : -1));
                Projectile.NewProjectile(source, position, velocity, type, damage, knockback, player.whoAmI, (float)Math.PI / 120 * (flip ? -1 : 1));
            }
            else
            {
                const int max = 5;
                for (int i = 0; i < max; i++)
                {
                    Projectile.NewProjectile(source, position, velocity.RotatedBy(2 * Math.PI / max * i), type,
                                             damage, knockback, player.whoAmI, 0, (Main.MouseWorld - position).Length() * (flip ? 1 : -1));
                }
            }
            return(false);
        }
Beispiel #23
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            int shoot;

            if (counter > 2)
            {
                shoot   = ProjectileID.ClothiersCurse;
                counter = 0;
            }
            else
            {
                shoot = ModContent.ProjectileType <Bonez>();
            }

            Main.projectile[Projectile.NewProjectile(player.GetSource_ItemUse(Item), position, velocity, shoot, damage, knockback, player.whoAmI)].DamageType = DamageClass.Ranged;

            counter++;

            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            Vector2 muzzleOffset = Vector2.Normalize(velocity) * 46f;

            if (Collision.CanHit(position, 0, 0, position + muzzleOffset, 0, 0))
            {
                position += muzzleOffset;
            }
            {
                //Item.damage = 80;
                int numberProjectiles = 2 + Main.rand.Next(2);
                for (int i = 0; i < numberProjectiles; i++)
                {
                    Vector2 perturbedSpeed = velocity.RotatedByRandom(MathHelper.ToRadians(30));
                    Projectile.NewProjectile(source, position.X, position.Y, perturbedSpeed.X, perturbedSpeed.Y, ModContent.ProjectileType <MahogunyLeafProjectile>(), (int)(damage * 0.6), knockback, player.whoAmI);
                }
            }

            return(true);
        }
Beispiel #25
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            for (int i = 0; i < 20; i++) // Makes 20 attempts at finding a projectile position that the player can reach
            {
                position = player.MountedCenter + Main.rand.NextVector2(20, 60);
                if (Collision.CanHit(player.MountedCenter, 0, 0, position, 0, 0))
                {
                    break;
                }
            }

            // Right click: Horizontal, in the direction the player is facing
            // Left click: Middlepoint between straight from the player to the cursor and straight from the sword to the cursor
            velocity = player.altFunctionUse == 2
                ? new Vector2(player.direction * Item.shootSpeed, 0)
                : Vector2.Lerp(Main.MouseWorld - player.Center, Main.MouseWorld - position, 0.5f).OfLength(Item.shootSpeed);

            Projectile.NewProjectile(source, position, velocity, type, damage, knockback, player.whoAmI);
            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            Projectile.NewProjectile(source, position + Vector2.Normalize(velocity) * 60f, velocity, type, damage, knockback, player.whoAmI);
            if (--skullTimer < 0)
            {
                skullTimer = 5;
                SoundEngine.PlaySound(SoundID.DD2_BetsyFireballShot);
                //float ai = Main.rand.NextFloat((float)Math.PI * 2);

                /*for (int i = 0; i <= 4; i++)
                 * {
                 *  int p = Projectile.NewProjectile(position, new Vector2(speedX, speedY).RotatedByRandom(MathHelper.Pi / 18),
                 *      ModContent.ProjectileType<DragonFireball>(), damage * 3, knockBack, player.whoAmI);
                 *  Main.projectile[p].netUpdate = true;
                 * }*/
                Projectile.NewProjectile(source, position, 2f * velocity,//.RotatedByRandom(MathHelper.Pi / 18),
                                         ModContent.ProjectileType <DragonFireball>(), damage, knockback * 6f, player.whoAmI);
            }
            return(false);
        }
Beispiel #27
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockBack)
        {
            // Position is off the corner of the screen and velocity points toward the mouse
            Vector2 basePosition = player.Center + new Vector2(-player.direction * (Main.screenWidth / 2), -(Main.screenHeight / 2 + 100));
            Vector2 baseVelocity = (Main.MouseWorld - basePosition).OfLength(Item.shootSpeed);

            int projAmount = Main.rand.Next(2, 6);

            for (int i = 0; i < projAmount; i++)
            {
                int newType          = Main.rand.NextBool(2) ? type : Mod.Find <ModProjectile>(nameof(WarArrow)).Type; // Arrows can be replaced by the special type
                var velocityRotation = newType switch
                {
                    ProjectileID.JestersArrow => 0,
                    ProjectileID.HolyArrow => 7.ToRadians(),
                    _ => 10.ToRadians(),
                };
                Vector2 newVelocity = baseVelocity.RotatedBy(velocityRotation * -player.direction);
                Vector2 newPosition = basePosition + baseVelocity.Perpendicular(Main.rand.Next(150), Main.rand.NextBool(2)); // Random offset in either direction

                var proj = Projectile.NewProjectileDirect(null, newPosition, newVelocity, newType, damage, knockBack, player.whoAmI);
                proj.tileCollide = false;
                proj.noDropItem  = true;
                proj.netUpdate   = true;

                var modProj = proj.GetGlobalProjectile <VirtuousProjectile>();
                modProj.artOfWar         = true;
                modProj.collidePositionY = player.position.Y;
            }

            SoundEngine.PlaySound(SoundID.Item5, basePosition);

            //if (player.itemAnimation >= item.useAnimation - item.useTime) // If I wanted to make it shoot arrows normally as well
            //{
            //    Main.PlaySound(SoundID.Item5, position);
            //    return true;
            //}

            return(false);
        }
Beispiel #28
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            int p = Projectile.NewProjectile(player.GetSource_ItemUse(source.Item), player.Center, velocity, type, damage, knockback, player.whoAmI);

            float spread = MathHelper.Pi / 8;

            if (numSpikes == 5)
            {
                spread = MathHelper.Pi / 5;
            }

            FargoSoulsGlobalProjectile.SplitProj(Main.projectile[p], numSpikes, spread, 1);

            numSpikes += 2;

            if (numSpikes > 5)
            {
                numSpikes = 3;
            }

            return(false);
        }
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            player.AddBuff(ModContent.BuffType <PrimeMinionBuff>(), 2);
            Vector2 spawnPos        = Main.MouseWorld;
            float   usedminionslots = 0;
            var     minions         = Main.projectile.Where(x => x.minionSlots > 0 && x.owner == player.whoAmI && x.active);

            foreach (Projectile minion in minions)
            {
                usedminionslots += minion.minionSlots;
            }
            if (usedminionslots < player.maxMinions)
            {
                if (player.ownedProjectileCounts[type] == 0) //only spawn brain minion itself when the player doesnt have any, and if minion slots aren't maxxed out
                {
                    FargoSoulsUtil.NewSummonProjectile(source, spawnPos, Vector2.Zero, type, Item.damage, knockback, player.whoAmI);
                }

                if (++counter >= 4)
                {
                    counter = 0;
                }

                int limbType;
                switch (counter)
                {
                case 0: limbType = ModContent.ProjectileType <PrimeMinionVice>(); break;

                case 1: limbType = ModContent.ProjectileType <PrimeMinionSaw>(); break;

                case 2: limbType = ModContent.ProjectileType <PrimeMinionLaserGun>(); break;

                default: limbType = ModContent.ProjectileType <PrimeMinionCannon>(); break;
                }

                FargoSoulsUtil.NewSummonProjectile(source, spawnPos, Main.rand.NextVector2Circular(10, 10), limbType, Item.damage, knockback, player.whoAmI);
            }
            return(false);
        }
Beispiel #30
0
        public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
        {
            /*Projectile.NewProjectile(position, new Vector2(speedX, speedY), type, damage, knockBack, player.whoAmI);
             * if (--skullTimer < 0)
             * {
             *  skullTimer = 10;
             *  //float ai = Main.rand.NextFloat((float)Math.PI * 2);
             *  Projectile.NewProjectile(position, 1.5f * new Vector2(speedX, speedY), ModContent.ProjectileType<HellSkull>(), damage / 2, knockBack, player.whoAmI, -1);
             * }*/

            position += Vector2.Normalize(velocity) * 40f;
            int   max      = Main.rand.Next(1, 4);
            float rotation = MathHelper.Pi / 4f / max * Main.rand.NextFloat(0.25f, 0.75f) * 0.75f;

            counter++;
            for (int i = -max; i <= max; i++)
            {
                int newType;
                switch (Main.rand.Next(3))
                {
                case 0: newType = ModContent.ProjectileType <HellBone>(); break;

                case 1: newType = ModContent.ProjectileType <HellBonez>(); break;

                default: newType = ModContent.ProjectileType <HellSkeletron>(); break;
                }
                Projectile.NewProjectile(source, position, Main.rand.NextFloat(0.8f, 1.2f) * velocity.RotatedBy(rotation * i + Main.rand.NextFloat(-rotation, rotation)), newType, damage, knockback, player.whoAmI);
            }
            if (counter > 4)
            {
                for (int j = -1; j <= 1; j += 2)
                {
                    Projectile.NewProjectile(source, position, velocity * 1.25f, ModContent.ProjectileType <HellSkull2>(), damage, knockback, player.whoAmI, 0, j);
                }
                counter = 0;
            }
            return(false);
        }