private void Dash() { var close = PlayerHelper.Closest(npc.Center, float.MaxValue); if (close != -1) { Player plr = Main.player[close]; if (Vector2.Distance(npc.Center, plr.Center) < 800) { npc.velocity.X = 14 * -npc.spriteDirection; Vector2 svel = VectorHelper.FromTo(npc.Center, plr.Center, 5); int count = 3; const float cir = MathHelper.TwoPi; float one = cir / (count * 15); for (int i = -count / 2; i < count / 2 + 1; i++) { Vector2 vel = (svel.ToRotation() + (one * i)).ToRotationVector2() * 18; Projectile p = Projectile.NewProjectileDirect(npc.Center, vel, mod.ProjectileType("PhoenixFeather"), npc.damage / 2, 1.5f, Main.myPlayer); p.hostile = true; p.friendly = false; } } } }