public override void AI() { BaseAI.AIFlail(projectile, ref projectile.ai, false, 250); projectile.direction = projectile.spriteDirection = Main.player[projectile.owner].direction; if ((Math.Abs(projectile.velocity.X) + Math.Abs(projectile.velocity.Y)) / 2f > 0.52f) { rot += (float)Math.PI / 16f; } else { rot *= 0.9f; if (rot < (float)Math.PI / 20f) { rot = 0f; } } projectile.rotation += rot; }