public override void AI() { projectile.ai[0] += 1f; if (projectile.ai[0] > 5f) { //projectile.ai[0] = 10f; // Roll speed dampening. if (projectile.velocity.Y == 0f && projectile.velocity.X != 0f) { projectile.velocity.X = projectile.velocity.X * 0.97f; //if (projectile.type == 29 || projectile.type == 470 || projectile.type == 637) { projectile.velocity.X = projectile.velocity.X * 0.99f; } if ((double)projectile.velocity.X > -0.01 && (double)projectile.velocity.X < 0.01) { projectile.velocity.X = 0f; //projectile.netUpdate = true; } } projectile.velocity.Y = projectile.velocity.Y + 0.2f; } // Rotation increased by velocity.X projectile.rotation += projectile.velocity.X * 0.1f; ChestBullet.rocketAI(projectile, 90); return; }
public override bool OnTileCollide(Vector2 oldVelocity) { ChestBullet.OnHitCollide(projectile, true); return(false); }
public override void OnHitNPC(NPC target, int damage, float knockback, bool crit) { ChestBullet.OnHitCollide(projectile); }
public override void OnHitPvp(Player target, int damage, bool crit) { ChestBullet.OnHitCollide(projectile); }
public override void Kill(int timeLeft) { ChestBullet.aiKill(projectile, false, 0); }