public override bool Shoot(Player player, ref Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack) { QwertyPlayer modPlayer = player.GetModPlayer <QwertyPlayer>(mod); Vector2 trueSpeed = new Vector2(speedX, speedY).RotatedByRandom(MathHelper.ToRadians(15)); bool yes = true; float anotherSpeedVariable = trueSpeed.Length(); modPlayer.PickRandomAmmo(GetReference(95), ref type, ref anotherSpeedVariable, ref yes, ref damage, ref knockBack, Main.rand.Next(2) == 0); Projectile.NewProjectile(position.X, position.Y, trueSpeed.X, trueSpeed.Y, type, damage, knockBack, player.whoAmI); return(false); }
public override bool Shoot(Player player, ref Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack) { //reset damage and knockback to avoid ammo modifing damage = (int)(item.damage * player.meleeDamage); knockBack = item.knockBack * knockBack; QwertyPlayer modPlayer = player.GetModPlayer <QwertyPlayer>(); Vector2 trueSpeed = new Vector2(speedX, speedY).RotatedByRandom(MathHelper.ToRadians(1)); bool yes = true; float anotherSpeedVariable = trueSpeed.Length(); modPlayer.PickRandomAmmo(item, ref type, ref anotherSpeedVariable, ref yes, ref damage, ref knockBack, Main.rand.Next(2) == 0); Projectile.NewProjectile(position.X, position.Y, trueSpeed.X, trueSpeed.Y, type, damage, knockBack, player.whoAmI); return(false); }
/*------------------------------------------------- */ public override bool Shoot(Player player, ref Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack) { int numberProjectiles = 1 + Main.rand.Next(16); for (int i = 0; i < numberProjectiles; i++) { QwertyPlayer modPlayer = player.GetModPlayer <QwertyPlayer>(mod); Vector2 trueSpeed = new Vector2(speedX, speedY).RotatedByRandom(MathHelper.ToRadians(20)); float scale = Main.rand.NextFloat(.7f, 2.3f); trueSpeed = trueSpeed * scale; bool yes = true; float anotherSpeedVariable = trueSpeed.Length(); modPlayer.PickRandomAmmo(GetReference(39), ref type, ref anotherSpeedVariable, ref yes, ref damage, ref knockBack, Main.rand.Next(2) == 0); Projectile.NewProjectile(position.X + Main.rand.Next(-18, 18), position.Y + Main.rand.Next(-18, 18), trueSpeed.X, trueSpeed.Y, type, damage, knockBack, player.whoAmI); } return(false); }
/*------------------------------------------------- */ public override bool Shoot(Player player, ref Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack) { int numberProjectiles = 2 + Main.rand.Next(7); for (int i = 0; i < numberProjectiles; i++) { QwertyPlayer modPlayer = player.GetModPlayer <QwertyPlayer>(); Vector2 trueSpeed = new Vector2(speedX, speedY).RotatedByRandom(MathHelper.ToRadians(15)); float scale = Main.rand.NextFloat(1, 2); trueSpeed = trueSpeed * scale; bool yes = true; float anotherSpeedVariable = trueSpeed.Length(); int currentDmg = (int)(item.damage * player.rangedDamage); float currentKnockBack = item.knockBack * knockBack; modPlayer.PickRandomAmmo(item, ref type, ref anotherSpeedVariable, ref yes, ref currentDmg, ref currentKnockBack, Main.rand.Next(2) == 0); Projectile.NewProjectile(position.X + Main.rand.Next(-12, 12), position.Y + Main.rand.Next(-12, 12), trueSpeed.X, trueSpeed.Y, type, currentDmg, currentKnockBack, player.whoAmI); } return(false); }
/*------------------------------------------------- */ public override bool Shoot(Player player, ref Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack) { if (player.altFunctionUse == 2) { QwertyPlayer modPlayer = player.GetModPlayer <QwertyPlayer>(mod); Vector2 trueSpeed = new Vector2(speedX, speedY); bool yes = true; float anotherSpeedVariable = trueSpeed.Length(); modPlayer.PickRandomAmmo(GetReference(39), ref type, ref anotherSpeedVariable, ref yes, ref damage, ref knockBack, Main.rand.Next(2) == 0); Projectile.NewProjectile(position.X, position.Y, speedX, speedY, type, damage, knockBack, player.whoAmI); return(false); } else { return(true); } }