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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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 }); }
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 }); }