public override void TownNPCAttackSwing(NPC npc, ref int itemWidth, ref int itemHeight) { if (!SomeUtils.BuffNPC()) { return; } if (Weapon.IsAir) { return; } itemWidth = Weapon.width; itemHeight = Weapon.height; if (Weapon.shoot != ProjectileID.None) { if (!MeleeAttacked) { MeleeAttacked = true; bool ShouldShoot = true; int shoot = Weapon.shoot; int dmg = Main.LocalPlayer.GetWeaponDamage(Weapon); float Kb = Main.LocalPlayer.GetWeaponKnockback(Weapon, Weapon.knockBack); Vector2 Pos = npc.Center; Vector2 Speed; if (SomeUtils.AttackMode()) { Speed = Vector2.Normalize(Main.MouseWorld - npc.Center) * Weapon.shootSpeed; } else { Speed = new Vector2(1, 0) * npc.direction * Weapon.shootSpeed; } if (Weapon.modItem != null) { ShouldShoot = Weapon.modItem.Shoot(Main.LocalPlayer, ref Pos, ref Speed.X, ref Speed.Y, ref shoot, ref dmg, ref Kb); } if (ShouldShoot) { if (VanillaItemProjFix.TransFormProj(Weapon.type) != -1) { shoot = VanillaItemProjFix.TransFormProj(Weapon.type); } int protmp = Projectile.NewProjectile(Pos, Speed, shoot, dmg, Kb, Main.myPlayer); Main.projectile[protmp].npcProj = true; Main.projectile[protmp].noDropItem = true; Main.projectile[protmp].usesLocalNPCImmunity = true; if (Main.projectile[protmp].localNPCHitCooldown > 10) { Main.projectile[protmp].localNPCHitCooldown = 10; } } if (Weapon.UseSound != null) { Main.PlaySound(Weapon.UseSound, npc.Center); } } } }
public override void Unload() { On.Terraria.NPC.AI_007_TownEntities -= AIHook; On.Terraria.NPC.StrikeNPC -= StrikeNPCHook; On.Terraria.Main.DrawNPCChatButtons -= DrawNPCChatButtonsHook; VanillaItemProjFix.UnLoad(); Instance = null; }
public override void TownNPCAttackProj(NPC npc, ref int projType, ref int attackDelay) { if (!SomeUtils.BuffNPC()) { return; } if (Weapon.IsAir) { return; } if (npc.type == NPCID.Nurse) { return; } attackDelay = 1; if (NPCID.Sets.AttackType[npc.type] == 0 || NPCID.Sets.AttackType[npc.type] == 2) { int shoot = Weapon.shoot; if (npc.localAI[3] == 0) { if (Weapon.modItem != null) { int dmg = Main.LocalPlayer.GetWeaponDamage(Weapon); Vector2 Pos = npc.Center; Vector2 Speed; if (NPCTargetForSpecialUse != -1) { Speed = Vector2.Normalize(Main.npc[NPCTargetForSpecialUse].Center - npc.Center) * Weapon.shootSpeed; } else { Speed = new Vector2(npc.direction, 0) * Weapon.shootSpeed; } float Kb = Weapon.knockBack; if (Weapon.modItem.Shoot(Main.LocalPlayer, ref Pos, ref Speed.X, ref Speed.Y, ref shoot, ref dmg, ref Kb)) { projType = shoot; } else { projType = 0; } } else { projType = shoot; if (VanillaItemProjFix.TransFormProj(Weapon.type) != -1) { projType = VanillaItemProjFix.TransFormProj(Weapon.type); } } } else { projType = 0; } } else if (NPCID.Sets.AttackType[npc.type] == 1) //大头射手 { if (!SomeUtils.HasAmmo(Weapon)) { projType = 0; return; } if (npc.localAI[3] == 0) { if (Weapon.modItem != null) { int shoot; if (SomeUtils.ItsAmmoShootProj(Weapon) > 0) { shoot = SomeUtils.PickAmmo(Weapon); } else { shoot = Weapon.shoot; } int dmg = Main.LocalPlayer.GetWeaponDamage(Weapon); Vector2 Pos = npc.Center; Vector2 Speed; if (NPCTargetForSpecialUse != -1) { Speed = Vector2.Normalize(Main.npc[NPCTargetForSpecialUse].Center - npc.Center) * Weapon.shootSpeed; } else { Speed = new Vector2(npc.direction, 0) * Weapon.shootSpeed; } float Kb = Weapon.knockBack; if (Weapon.modItem.Shoot(Main.LocalPlayer, ref Pos, ref Speed.X, ref Speed.Y, ref shoot, ref dmg, ref Kb)) { projType = shoot; } else { projType = 0; } } else { if (SomeUtils.ItsAmmoShootProj(Weapon) > 0) { bool ForceChange = false; if (Weapon.useAmmo == AmmoID.Bullet || Weapon.useAmmo == AmmoID.Arrow || Weapon.useAmmo == AmmoID.Dart || Weapon.useAmmo == AmmoID.NailFriendly) { if (VanillaItemProjFix.IsUseSpecialProj[Weapon.type] != 0) { ForceChange = true; } } if (ForceChange) { projType = VanillaItemProjFix.IsUseSpecialProj[Weapon.type]; } else { projType = SomeUtils.PickAmmo(Weapon); } } else { projType = Weapon.shoot; if (Weapon.type == ItemID.Toxikarp) { projType = ProjectileID.ToxicBubble; } if (Weapon.type == ItemID.Harpoon) { projType = ProjectileID.Harpoon; } } if (VanillaItemProjFix.TransFormProj(Weapon.type) != -1) { projType = VanillaItemProjFix.TransFormProj(Weapon.type); } } } else { projType = 0; } } }
public override void PostSetupContent() { VanillaItemProjFix.Load(); }