Clean up all projectile code.
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@@ -25,9 +25,8 @@ public class StormArrow : ModProjectile
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{
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if (Utils.NextFloat(Main.rand) < 0.1f && Projectile.alpha <= 100)
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{
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int dust = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RyuuDust2>(), 0f, 0f, 0, default, 1f);
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Dust obj = Main.dust[dust];
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obj.velocity /= 2f;
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int dust = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RyuuDust2>());
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Main.dust[dust].velocity /= 2f;
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}
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}
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@@ -35,7 +34,7 @@ public class StormArrow : ModProjectile
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{
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for (int i = 0; i < 5; i++)
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{
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Dust.NewDust(Projectile.position + Projectile.velocity, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RyuuDust2>(), Projectile.oldVelocity.X * 0.5f, Projectile.oldVelocity.Y * 0.5f, 0, default, 1f);
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Dust.NewDust(Projectile.position + Projectile.velocity, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RyuuDust2>(), Projectile.oldVelocity.X * 0.5f, Projectile.oldVelocity.Y * 0.5f);
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}
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SoundEngine.PlaySound(SoundID.Item1, Projectile.position);
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}
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