コード例 #1
0
                static Sets()
                {
                    SetFactory factory = Factory;
                    IncludeCapeFrontAndBackInfo includeCapeFrontAndBackInfo = new IncludeCapeFrontAndBackInfo
                    {
                        backCape  = -1,
                        frontCape = -1
                    };
                    IncludeCapeFrontAndBackInfo defaultState = includeCapeFrontAndBackInfo;

                    object[] obj = new object[2]
                    {
                        85,
                        null
                    };
                    includeCapeFrontAndBackInfo = new IncludeCapeFrontAndBackInfo
                    {
                        backCape  = 20,
                        frontCape = 7
                    };
                    obj[1] = includeCapeFrontAndBackInfo;
                    IncludeCapeFrontAndBack     = factory.CreateCustomSet(defaultState, obj);
                    UsesNewFramingCode          = Factory.CreateBoolSet(false, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191, 192, 193, 194, 195, 196, 197, 198, 199, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224, 225, 226, 227, 228, 229, 230, 231, 232, 233, 234);
                    showsShouldersWhileJumping  = Factory.CreateBoolSet(177, 190, 95, 46, 73, 92, 24, 54, 55, 56, 65, 66, 67, 69, 70, 71, 75, 105, 106, 175, 176, 182, 183, 187, 194, 197, 198, 201, 204, 226, 227, 229);
                    shouldersAreAlwaysInTheBack = Factory.CreateBoolSet(190);
                }
コード例 #2
0
ファイル: TileID.cs プロジェクト: sylar605/TerrariaAPI-Server
                static Conversion()
                {
                    SetFactory factory = TileID.Sets.Factory;

                    int[] numArray = new int[] { 2, 23, 60, 199, 109 };
                    TileID.Sets.Conversion.Grass = factory.CreateBoolSet(numArray);
                    SetFactory setFactory = TileID.Sets.Factory;

                    int[] numArray1 = new int[] { 1, 25, 117, 203 };
                    TileID.Sets.Conversion.Stone = setFactory.CreateBoolSet(numArray1);
                    SetFactory factory1 = TileID.Sets.Factory;

                    int[] numArray2 = new int[] { 161, 163, 164, 200 };
                    TileID.Sets.Conversion.Ice = factory1.CreateBoolSet(numArray2);
                    SetFactory setFactory1 = TileID.Sets.Factory;

                    int[] numArray3 = new int[] { 53, 112, 116, 234 };
                    TileID.Sets.Conversion.Sand = setFactory1.CreateBoolSet(numArray3);
                    SetFactory factory2 = TileID.Sets.Factory;

                    int[] numArray4 = new int[] { 397, 398, 402, 399 };
                    TileID.Sets.Conversion.HardenedSand = factory2.CreateBoolSet(numArray4);
                    SetFactory setFactory2 = TileID.Sets.Factory;

                    int[] numArray5 = new int[] { 396, 400, 403, 401 };
                    TileID.Sets.Conversion.Sandstone = setFactory2.CreateBoolSet(numArray5);
                    SetFactory factory3 = TileID.Sets.Factory;

                    int[] numArray6 = new int[] { 32, 352, 69 };
                    TileID.Sets.Conversion.Thorn = factory3.CreateBoolSet(numArray6);
                    SetFactory setFactory3 = TileID.Sets.Factory;

                    int[] numArray7 = new int[] { 182, 180, 179, 381, 183, 181 };
                    TileID.Sets.Conversion.Moss = setFactory3.CreateBoolSet(numArray7);
                }
コード例 #3
0
ファイル: TileID.cs プロジェクト: ruslan81/TerrariaAPI-Server
                static Conversion()
                {
                    SetFactory factory = TileID.Sets.Factory;

                    int[] numArray = new int[] { TileID.Grass, TileID.CorruptGrass, TileID.JungleGrass, TileID.FleshGrass, TileID.HallowedGrass };
                    TileID.Sets.Conversion.Grass = factory.CreateBoolSet(numArray);
                    SetFactory setFactory = TileID.Sets.Factory;

                    int[] numArray1 = new int[] { TileID.Stone, TileID.Ebonstone, TileID.Pearlstone, TileID.Crimstone };
                    TileID.Sets.Conversion.Stone = setFactory.CreateBoolSet(numArray1);
                    SetFactory factory1 = TileID.Sets.Factory;

                    int[] numArray2 = new int[] { TileID.IceBlock, TileID.CorruptIce, TileID.HallowedIce, TileID.FleshIce };
                    TileID.Sets.Conversion.Ice = factory1.CreateBoolSet(numArray2);
                    SetFactory setFactory1 = TileID.Sets.Factory;

                    int[] numArray3 = new int[] { TileID.Sand, TileID.Ebonsand, TileID.Pearlsand, TileID.Crimsand };
                    TileID.Sets.Conversion.Sand = setFactory1.CreateBoolSet(numArray3);
                    SetFactory factory2 = TileID.Sets.Factory;

                    int[] numArray4 = new int[] { TileID.HardenedSand, TileID.CorruptHardenedSand, TileID.HallowHardenedSand, TileID.CrimsonHardenedSand };
                    TileID.Sets.Conversion.HardenedSand = factory2.CreateBoolSet(numArray4);
                    SetFactory setFactory2 = TileID.Sets.Factory;

                    int[] numArray5 = new int[] { TileID.Sandstone, TileID.CorruptSandstone, TileID.HallowSandstone, TileID.CrimsonSandstone };
                    TileID.Sets.Conversion.Sandstone = setFactory2.CreateBoolSet(numArray5);
                    SetFactory factory3 = TileID.Sets.Factory;

                    int[] numArray6 = new int[] { TileID.CorruptThorns, TileID.CrimtaneThorns, TileID.JungleThorns };
                    TileID.Sets.Conversion.Thorn = factory3.CreateBoolSet(numArray6);
                    SetFactory setFactory3 = TileID.Sets.Factory;

                    int[] numArray7 = new int[] { TileID.BlueMoss, TileID.BrownMoss, TileID.GreenMoss, TileID.LavaMoss, TileID.PurpleMoss, TileID.RedMoss };
                    TileID.Sets.Conversion.Moss = setFactory3.CreateBoolSet(numArray7);
                }
コード例 #4
0
            static Sets()
            {
                MountID.Sets.Factory = new SetFactory(MountID.Count);
                SetFactory factory = MountID.Sets.Factory;

                int[] numArray = new int[] { 6, 11, 13 };
                MountID.Sets.Cart = factory.CreateBoolSet(numArray);
            }
コード例 #5
0
ファイル: WallID.cs プロジェクト: ruslan81/TerrariaAPI-Server
                static Conversion()
                {
                    SetFactory factory = WallID.Sets.Factory;

                    int[] numArray = new int[] { WallID.GrassUnsafe, WallID.JungleUnsafe, WallID.FlowerUnsafe, WallID.Grass, WallID.Jungle, WallID.Flower, WallID.CorruptGrassUnsafe, WallID.HallowedGrassUnsafe, WallID.CrimsonGrassUnsafe };
                    WallID.Sets.Conversion.Grass = factory.CreateBoolSet(numArray);
                    SetFactory setFactory = WallID.Sets.Factory;

                    int[] numArray1 = new int[] { WallID.Stone, WallID.EbonstoneUnsafe, WallID.PearlstoneBrickUnsafe, WallID.CrimstoneUnsafe };
                    WallID.Sets.Conversion.Stone = setFactory.CreateBoolSet(numArray1);
                    SetFactory factory1 = WallID.Sets.Factory;

                    int[] numArray2 = new int[] { WallID.Sandstone, WallID.CorruptSandstone, WallID.HallowSandstone, WallID.CrimsonSandstone };
                    WallID.Sets.Conversion.Sandstone = factory1.CreateBoolSet(numArray2);
                    SetFactory setFactory1 = WallID.Sets.Factory;

                    int[] numArray3 = new int[] { WallID.HardenedSand, WallID.CorruptHardenedSand, WallID.HallowHardenedSand, WallID.CrimsonHardenedSand };
                    WallID.Sets.Conversion.HardenedSand = setFactory1.CreateBoolSet(numArray3);
                }
コード例 #6
0
ファイル: WallID.cs プロジェクト: sylar605/TerrariaAPI-Server
                static Conversion()
                {
                    SetFactory factory = WallID.Sets.Factory;

                    int[] numArray = new int[] { 63, 64, 65, 66, 67, 68, 69, 70, 81 };
                    WallID.Sets.Conversion.Grass = factory.CreateBoolSet(numArray);
                    SetFactory setFactory = WallID.Sets.Factory;

                    int[] numArray1 = new int[] { 1, 3, 28, 83 };
                    WallID.Sets.Conversion.Stone = setFactory.CreateBoolSet(numArray1);
                    SetFactory factory1 = WallID.Sets.Factory;

                    int[] numArray2 = new int[] { 187, 220, 222, 221 };
                    WallID.Sets.Conversion.Sandstone = factory1.CreateBoolSet(numArray2);
                    SetFactory setFactory1 = WallID.Sets.Factory;

                    int[] numArray3 = new int[] { 216, 217, 219, 218 };
                    WallID.Sets.Conversion.HardenedSand = setFactory1.CreateBoolSet(numArray3);
                }
コード例 #7
0
ファイル: WallID.cs プロジェクト: ruslan81/TerrariaAPI-Server
            static Sets()
            {
                WallID.Sets.Factory = new SetFactory(225);
                SetFactory factory = WallID.Sets.Factory;

                int[] numArray = new int[] { WallID.PurpleStainedGlass, WallID.YellowStainedGlass, WallID.BlueStainedGlass, WallID.GreenStainedGlass, WallID.RedStainedGlass };
                WallID.Sets.Transparent = factory.CreateBoolSet(numArray);
                SetFactory setFactory = WallID.Sets.Factory;

                int[] numArray1 = new int[] { WallID.CorruptGrassUnsafe, WallID.CorruptHardenedSand, WallID.CorruptSandstone, WallID.EbonstoneUnsafe };
                WallID.Sets.Corrupt = setFactory.CreateBoolSet(numArray1);
                SetFactory factory1 = WallID.Sets.Factory;

                int[] numArray2 = new int[] { WallID.CrimstoneUnsafe, WallID.CrimsonGrassUnsafe, WallID.CrimsonHardenedSand, WallID.CrimsonSandstone };
                WallID.Sets.Crimson = factory1.CreateBoolSet(numArray2);
                SetFactory setFactory1 = WallID.Sets.Factory;

                int[] numArray3 = new int[] { WallID.HallowedGrassUnsafe, WallID.HallowHardenedSand, WallID.HallowSandstone, WallID.PearlstoneBrickUnsafe };
                WallID.Sets.Hallow = setFactory1.CreateBoolSet(numArray3);
            }
コード例 #8
0
ファイル: WallID.cs プロジェクト: sylar605/TerrariaAPI-Server
            static Sets()
            {
                WallID.Sets.Factory = new SetFactory(225);
                SetFactory factory = WallID.Sets.Factory;

                int[] numArray = new int[] { 88, 89, 90, 91, 92 };
                WallID.Sets.Transparent = factory.CreateBoolSet(numArray);
                SetFactory setFactory = WallID.Sets.Factory;

                int[] numArray1 = new int[] { 69, 217, 220, 3 };
                WallID.Sets.Corrupt = setFactory.CreateBoolSet(numArray1);
                SetFactory factory1 = WallID.Sets.Factory;

                int[] numArray2 = new int[] { 83, 81, 218, 221 };
                WallID.Sets.Crimson = factory1.CreateBoolSet(numArray2);
                SetFactory setFactory1 = WallID.Sets.Factory;

                int[] numArray3 = new int[] { 70, 219, 222, 28 };
                WallID.Sets.Hallow = setFactory1.CreateBoolSet(numArray3);
            }
コード例 #9
0
            static Sets()
            {
                NPCID.Sets.Factory = new SetFactory(540);
                int[] numArray = new int[] { 422, 507, 517, 493 };
                NPCID.Sets.SavesAndLoads = NPCID.Sets.Factory.CreateBoolSet(numArray);
                int[] numArray1 = new int[] { 402, 36, 519, 20, 522, 20 };
                NPCID.Sets.TrailCacheLength = NPCID.Sets.Factory.CreateIntSet(10, numArray1);
                int[] numArray2 = new int[] { 4, 13, 50, 126, 125, 134, 127, 128, 131, 129, 130, 222, 245, 266, 370, 75, 398, 439, 493, 507, 422, 517 };
                NPCID.Sets.MPAllowedEnemies = NPCID.Sets.Factory.CreateBoolSet(numArray2);
                int[] numArray3 = new int[] { 46, 148, 149, 230, 299, 300, 303, 337, 361, 362, 364, 366, 367, 443, 445, 447, 538, 539 };
                NPCID.Sets.TownCritter = NPCID.Sets.Factory.CreateBoolSet(numArray3);
                int[] numArray4 = new int[] { 17, 101, 18, 102, 19, 103, 20, 104, 22, 105, 37, 106, 38, 107, 54, 108, 107, 109, 108, 110, 124, 111, 142, 112, 160, 113, 178, 114, 207, 115, 208, 116, 209, 117, 227, 118, 228, 119, 229, 120, 353, 121, 368, 122, 369, 123, 453, 124, 441, 125 };
                NPCID.Sets.FaceEmote = NPCID.Sets.Factory.CreateIntSet(0, numArray4);
                int[] numArray5 = new int[] { 17, 9, 18, 9, 19, 9, 20, 7, 22, 10, 37, 5, 38, 9, 54, 7, 107, 9, 108, 7, 124, 9, 142, 9, 160, 7, 178, 9, 207, 9, 208, 9, 209, 10, 227, 9, 228, 10, 229, 10, 353, 9, 368, 10, 369, 9, 453, 9, 441, 9 };
                NPCID.Sets.ExtraFramesCount = NPCID.Sets.Factory.CreateIntSet(0, numArray5);
                int[] numArray6 = new int[] { 17, 4, 18, 4, 19, 4, 20, 2, 22, 5, 37, 0, 38, 4, 54, 2, 107, 4, 108, 2, 124, 4, 142, 4, 160, 2, 178, 4, 207, 4, 208, 4, 209, 5, 227, 4, 228, 5, 229, 5, 353, 4, 368, 5, 369, 4, 453, 4, 441, 4 };
                NPCID.Sets.AttackFrameCount = NPCID.Sets.Factory.CreateIntSet(0, numArray6);
                int[] numArray7 = new int[] { 38, 300, 17, 320, 107, 300, 19, 900, 22, 700, 124, 800, 228, 800, 178, 900, 18, 300, 229, 1000, 209, 1000, 54, 700, 108, 700, 160, 700, 20, 1200, 369, 300, 453, 300, 368, 900, 207, 60, 227, 800, 208, 400, 142, 500, 441, 50, 353, 60 };
                NPCID.Sets.DangerDetectRange = NPCID.Sets.Factory.CreateIntSet(-1, numArray7);
                int[] numArray8 = new int[] { 38, 34, 17, 34, 107, 60, 19, 40, 22, 30, 124, 34, 228, 40, 178, 24, 18, 34, 229, 60, 209, 60, 54, 60, 108, 30, 160, 60, 20, 600, 369, 34, 453, 34, 368, 60, 207, 15, 227, 60, 208, 34, 142, 34, 441, 15, 353, 12 };
                NPCID.Sets.AttackTime = NPCID.Sets.Factory.CreateIntSet(-1, numArray8);
                int[] numArray9 = new int[] { 38, 40, 17, 30, 107, 60, 19, 30, 22, 30, 124, 30, 228, 50, 178, 50, 18, 60, 229, 40, 209, 30, 54, 30, 108, 30, 160, 60, 20, 60, 369, 50, 453, 30, 368, 40, 207, 1, 227, 30, 208, 50, 142, 50, 441, 1, 353, 1 };
                NPCID.Sets.AttackAverageChance = NPCID.Sets.Factory.CreateIntSet(1, numArray9);
                int[] numArray10 = new int[] { 38, 0, 17, 0, 107, 0, 19, 1, 22, 1, 124, 0, 228, 1, 178, 1, 18, 0, 229, 1, 209, 1, 54, 2, 108, 2, 160, 2, 20, 2, 369, 0, 453, 0, 368, 1, 207, 3, 227, 1, 208, 0, 142, 0, 441, 3, 353, 3 };
                NPCID.Sets.AttackType = NPCID.Sets.Factory.CreateIntSet(-1, numArray10);
                int[] numArray11 = new int[] { 19, 300, 22, 200, 124, 200, 228, 300, 178, 300, 229, 300, 209, 300, 54, 100, 108, 100, 160, 100, 20, 200, 368, 200, 227, 200 };
                NPCID.Sets.PrettySafe = NPCID.Sets.Factory.CreateIntSet(-1, numArray11);
                Color white = Color.White;

                object[] color = new object[] { (short)54, new Color(100, 4, 227, 127), (short)108, new Color(255, 80, 60, 127), (short)160, new Color(40, 80, 255, 127), (short)20, new Color(40, 255, 80, 127) };
                NPCID.Sets.MagicAuraColor = NPCID.Sets.Factory.CreateCustomSet <Color>(white, color);
                List <int> nums = new List <int>()
                {
                    77,
                    -49,
                    -51,
                    -53,
                    -47,
                    449,
                    450,
                    451,
                    452,
                    481,
                    201,
                    -15,
                    202,
                    203,
                    21,
                    324,
                    110,
                    323,
                    293,
                    291,
                    322,
                    -48,
                    -50,
                    -52,
                    -46,
                    292,
                    197,
                    167,
                    44
                };

                NPCID.Sets.Skeletons = nums;
                int[] numArray12 = new int[] { 4, 0, 13, 2, 344, 3, 370, 4, 246, 5, 249, 5, 345, 6, 50, 7, 396, 8, 395, 9, 325, 10, 262, 11, 327, 13, 222, 14, 125, 15, 126, 16, 346, 17, 127, 18, 35, 19, 68, 19, 113, 22, 266, 23, 439, 24, 440, 24, 134, 25, 491, 26, 517, 27, 422, 28, 507, 29, 493, 30 };
                NPCID.Sets.BossHeadTextures = NPCID.Sets.Factory.CreateIntSet(-1, numArray12);
                SetFactory factory7 = NPCID.Sets.Factory;

                int[] numArray13 = new int[] { 121, 384, 406 };
                NPCID.Sets.ExcludedFromDeathTally = factory7.CreateBoolSet(false, numArray13);
                int[] numArray14 = new int[] { 517, 422, 507, 493 };
                NPCID.Sets.TechnicallyABoss = NPCID.Sets.Factory.CreateBoolSet(numArray14);
                int[] numArray15 = new int[] { 25, 30, 33, 112, 261, 265, 371, 516, 519, 522, 397, 396, 398 };
                NPCID.Sets.NeedsExpertScaling = NPCID.Sets.Factory.CreateBoolSet(numArray15);
                int[] numArray16 = new int[] { 25, 30, 33, 112, 261, 265, 371, 516, 519, 522 };
                NPCID.Sets.ProjectileNPC = NPCID.Sets.Factory.CreateBoolSet(numArray16);
            }
コード例 #10
0
            static Sets()
            {
                ProjectileID.Sets.Factory = new SetFactory(651);
                SetFactory factory = ProjectileID.Sets.Factory;

                int[] numArray = new int[64];
                numArray[0]  = 94;
                numArray[2]  = 301;
                numArray[4]  = 388;
                numArray[6]  = 385;
                numArray[8]  = 408;
                numArray[10] = 409;
                numArray[12] = 435;
                numArray[14] = 436;
                numArray[16] = 437;
                numArray[18] = 438;
                numArray[20] = 452;
                numArray[22] = 459;
                numArray[24] = 462;
                numArray[26] = 502;
                numArray[28] = 503;
                numArray[30] = 466;
                numArray[31] = 1;
                numArray[32] = 532;
                numArray[34] = 533;
                numArray[36] = 573;
                numArray[38] = 580;
                numArray[39] = 1;
                numArray[40] = 582;
                numArray[42] = 585;
                numArray[44] = 592;
                numArray[46] = 601;
                numArray[48] = 617;
                numArray[50] = 636;
                numArray[52] = 638;
                numArray[54] = 639;
                numArray[56] = 640;
                numArray[58] = 424;
                numArray[60] = 425;
                numArray[62] = 426;
                ProjectileID.Sets.TrailingMode = factory.CreateIntSet(-1, numArray);
                SetFactory setFactory = ProjectileID.Sets.Factory;

                int[] numArray1 = new int[] { 466, 20, 502, 25, 580, 20, 636, 20, 640, 20 };
                ProjectileID.Sets.TrailCacheLength = setFactory.CreateIntSet(10, numArray1);
                SetFactory factory1 = ProjectileID.Sets.Factory;

                int[] numArray2 = new int[] { 18, 500, 72, 87, 86, 211, 492, 650 };
                ProjectileID.Sets.LightPet = factory1.CreateBoolSet(numArray2);
                SetFactory setFactory1 = ProjectileID.Sets.Factory;

                int[] numArray3 = new int[] { 207, 182, 247, 338, 339, 340, 341, 191, 192, 193, 194, 266, 390, 391, 392, 307, 316, 190, 227, 226, 254, 255, 297, 308, 317, 321, 407, 423, 375, 373, 376, 374, 379, 387, 408, 389, 388, 405, 409, 451, 535, 536, 483, 484, 477 };
                ProjectileID.Sets.Homing = setFactory1.CreateBoolSet(numArray3);
                SetFactory factory2 = ProjectileID.Sets.Factory;

                int[] numArray4 = new int[] { 191, 192, 193, 194, 266, 317, 373, 375, 387, 388, 390, 393, 407, 423, 533, 613, 625, 626, 627, 628 };
                ProjectileID.Sets.MinionSacrificable = factory2.CreateBoolSet(numArray4);
                SetFactory setFactory2 = ProjectileID.Sets.Factory;

                int[] numArray5 = new int[] { 598, 641, 617, 636, 579, 578, 625, 626, 627, 628 };
                ProjectileID.Sets.DontAttachHideToAlpha = setFactory2.CreateBoolSet(numArray5);
                ProjectileID.Sets.NeedsUUID             = ProjectileID.Sets.Factory.CreateBoolSet(new int[] { 625, 626, 627, 628 });
                ProjectileID.Sets.StardustDragon        = ProjectileID.Sets.Factory.CreateBoolSet(new int[] { 625, 626, 627, 628 });
            }
コード例 #11
0
            static Sets()
            {
                ProjectileID.Sets.Factory = new SetFactory(ProjectileID.Count);
                SetFactory factory = ProjectileID.Sets.Factory;

                int[] numArray = new int[64];
                numArray[0]  = ProjectileID.CrystalStorm;
                numArray[2]  = ProjectileID.PaladinsHammerFriendly;
                numArray[4]  = ProjectileID.Spazmamini;
                numArray[6]  = ProjectileID.SharknadoBolt;
                numArray[8]  = ProjectileID.MiniSharkron;
                numArray[10] = ProjectileID.Typhoon;
                numArray[12] = ProjectileID.MartianTurretBolt;
                numArray[14] = ProjectileID.BrainScramblerBolt;
                numArray[16] = ProjectileID.GigaZapperSpear;
                numArray[18] = ProjectileID.RayGunnerLaser;
                numArray[20] = ProjectileID.PhantasmalEye;
                numArray[22] = ProjectileID.ChargedBlasterOrb;
                numArray[24] = ProjectileID.PhantasmalBolt;
                numArray[26] = ProjectileID.Meowmere;
                numArray[28] = ProjectileID.StarWrath;
                numArray[30] = ProjectileID.CultistBossLightningOrbArc;
                numArray[31] = ProjectileID.WoodenArrowFriendly;
                numArray[32] = ProjectileID.BoneGloveProj;
                numArray[34] = ProjectileID.DeadlySphere;
                numArray[36] = ProjectileID.NebulaBolt;
                numArray[38] = ProjectileID.VortexLightning;
                numArray[39] = ProjectileID.WoodenArrowFriendly;
                numArray[40] = ProjectileID.MechanicWrench;
                numArray[42] = ProjectileID.ClothiersCurse;
                numArray[44] = ProjectileID.MartianWalkerLaser;
                numArray[46] = ProjectileID.PortalGunBolt;
                numArray[48] = ProjectileID.NebulaArcanum;
                numArray[50] = ProjectileID.Daybreak;
                numArray[52] = ProjectileID.MoonlordBullet;
                numArray[54] = ProjectileID.MoonlordArrow;
                numArray[56] = ProjectileID.MoonlordArrowTrail;
                numArray[58] = ProjectileID.Meteor1;
                numArray[60] = ProjectileID.Meteor2;
                numArray[62] = ProjectileID.Meteor3;
                ProjectileID.Sets.TrailingMode = factory.CreateIntSet(-1, numArray);
                SetFactory setFactory = ProjectileID.Sets.Factory;

                int[] numArray1 = new int[] { ProjectileID.CultistBossLightningOrbArc, ProjectileID.GreenLaser, ProjectileID.Meowmere, ProjectileID.BallOHurt, ProjectileID.VortexLightning, ProjectileID.GreenLaser, ProjectileID.Daybreak, ProjectileID.GreenLaser, ProjectileID.MoonlordArrowTrail, ProjectileID.GreenLaser };
                ProjectileID.Sets.TrailCacheLength = setFactory.CreateIntSet(10, numArray1);
                SetFactory factory1 = ProjectileID.Sets.Factory;

                int[] numArray2 = new int[] { ProjectileID.ShadowOrb, ProjectileID.CrimsonHeart, ProjectileID.BlueFairy, ProjectileID.GreenFairy, ProjectileID.PinkFairy, ProjectileID.Wisp, ProjectileID.MagicLantern, ProjectileID.SuspiciousTentacle };
                ProjectileID.Sets.LightPet = factory1.CreateBoolSet(numArray2);
                SetFactory setFactory1 = ProjectileID.Sets.Factory;

                int[] numArray3 = new int[] { ProjectileID.ChlorophyteBullet, ProjectileID.PossessedHatchet, ProjectileID.FlowerPow, ProjectileID.RocketSnowmanI, ProjectileID.RocketSnowmanII, ProjectileID.RocketSnowmanIII, ProjectileID.RocketSnowmanIV, ProjectileID.Pygmy, ProjectileID.Pygmy2, ProjectileID.Pygmy3, ProjectileID.Pygmy4, ProjectileID.BabySlime, ProjectileID.VenomSpider, ProjectileID.JumperSpider, ProjectileID.DangerousSpider, ProjectileID.TinyEater, ProjectileID.Bat, ProjectileID.MechanicalPiranha, ProjectileID.CrystalLeafShot, ProjectileID.CrystalLeaf, ProjectileID.MagnetSphereBall, ProjectileID.MagnetSphereBolt, ProjectileID.LostSoulFriendly, ProjectileID.FrostHydra, ProjectileID.Raven, ProjectileID.FlamingJack, ProjectileID.Tempest, ProjectileID.UFOMinion, ProjectileID.FlyingImp, ProjectileID.Hornet, ProjectileID.ImpFireball, ProjectileID.HornetStinger, ProjectileID.BabySpider, ProjectileID.Retanimini, ProjectileID.MiniSharkron, ProjectileID.MiniRetinaLaser, ProjectileID.Spazmamini, ProjectileID.FlaironBubble, ProjectileID.Typhoon, ProjectileID.InfluxWaver, ProjectileID.MedusaHead, ProjectileID.MedusaHeadRay, ProjectileID.SeedlerNut, ProjectileID.SeedlerThorn, ProjectileID.CrystalDart };
                ProjectileID.Sets.Homing = setFactory1.CreateBoolSet(numArray3);
                SetFactory factory2 = ProjectileID.Sets.Factory;

                int[] numArray4 = new int[] { ProjectileID.Pygmy, ProjectileID.Pygmy2, ProjectileID.Pygmy3, ProjectileID.Pygmy4, ProjectileID.BabySlime, ProjectileID.Raven, ProjectileID.Hornet, ProjectileID.FlyingImp, ProjectileID.Retanimini, ProjectileID.Spazmamini, ProjectileID.VenomSpider, ProjectileID.OneEyedPirate, ProjectileID.Tempest, ProjectileID.UFOMinion, ProjectileID.DeadlySphere, ProjectileID.StardustCellMinion, ProjectileID.StardustDragon1, ProjectileID.StardustDragon2, ProjectileID.StardustDragon3, ProjectileID.StardustDragon4 };
                ProjectileID.Sets.MinionSacrificable = factory2.CreateBoolSet(numArray4);
                SetFactory setFactory2 = ProjectileID.Sets.Factory;

                int[] numArray5 = new int[] { ProjectileID.BoneJavelin, ProjectileID.MoonlordTurret, ProjectileID.NebulaArcanum, ProjectileID.Daybreak, ProjectileID.VortexVortexPortal, ProjectileID.VortexVortexLightning, ProjectileID.StardustDragon1, ProjectileID.StardustDragon2, ProjectileID.StardustDragon3, ProjectileID.StardustDragon4 };
                ProjectileID.Sets.DontAttachHideToAlpha = setFactory2.CreateBoolSet(numArray5);
                ProjectileID.Sets.NeedsUUID             = ProjectileID.Sets.Factory.CreateBoolSet(new int[] { ProjectileID.StardustDragon1, ProjectileID.StardustDragon2, ProjectileID.StardustDragon3, ProjectileID.StardustDragon4 });
                ProjectileID.Sets.StardustDragon        = ProjectileID.Sets.Factory.CreateBoolSet(new int[] { ProjectileID.StardustDragon1, ProjectileID.StardustDragon2, ProjectileID.StardustDragon3, ProjectileID.StardustDragon4 });
            }