void Shoot() { Main.PlaySound(SoundID.Item38, projectile.Center); timer += 10; Player player = Main.player[projectile.owner]; int weaponDamage = projectile.damage; float weaponKnockback = projectile.knockBack; int bulletCount = 8 + (int)((((1 / player.meleeSpeed) - 1) * 100) / 10); //CombatText.NewText(player.getRect(), new Color(38, 126, 126), bulletCount, true, false); Item sItem = QwertyMethods.MakeItemFromID(ItemID.FlintlockPistol); sItem.damage = weaponDamage; player.PickAmmo(sItem, ref bullet, ref speedB, ref canShoot, ref weaponDamage, ref weaponKnockback, false); List <Projectile> bullets = QwertyMethods.ProjectileSpread(projectile.Center, bulletCount, BulVel, bullet, weaponDamage, weaponKnockback, projectile.owner); foreach (Projectile bul in bullets) { bul.melee = true; bul.ranged = false; if (Main.netMode == 1) { QwertysRandomContent.UpdateProjectileClass(bul); } } }
public override void Kill(int timeLeft) { if (Main.netMode != 1) { QwertyMethods.ProjectileSpread(projectile.Center, 8, shotSpeed, mod.ProjectileType("TurretShot"), projectile.damage, projectile.knockBack, Main.myPlayer); QwertyMethods.ProjectileSpread(projectile.Center, 8, shotSpeed * 1.5f, mod.ProjectileType("TurretShot"), projectile.damage, projectile.knockBack, Main.myPlayer, rotation: (float)Math.PI / 8); } }