public override void AI() { timer++; if (state == 0 && npc.life < npc.lifeMax / 2) { states[(counter + 1) % states.Length] = 5; npc.Approach(TPlayer.Center, 0.5f); npc.velocity *= 2; Explode.DustExplodeEasy(npc.Center, 100, 30, 197, 1, 100, Color.White, 3f); state++; } switch (states[counter]) { case 0: State0(); break; case 1: State1(); break; case 2: State2(); break; case 3: State3(); break; case 4: State4(); break; case 5: State5(); break; } npc.rotation = npc.velocity.ToRotation() + 1.57f; }