Clean up all projectile code.
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@@ -30,11 +30,10 @@ public class GoldenLightBlast : ModProjectile
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Projectile.velocity.Y += Projectile.ai[0];
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if (Utils.NextFloat(Main.rand) < 0.1f && Projectile.alpha <= 100)
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{
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int dust1 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.MeatDust>(), 0f, 0f, 0, default, 1f);
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Main.dust[dust1].scale = 0.9f;
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Dust obj = Main.dust[dust1];
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obj.velocity *= 0.1f;
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Main.dust[dust1].noGravity = true;
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int dust = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.MeatDust>());
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Main.dust[dust].scale = 0.9f;
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Main.dust[dust].velocity *= 0.1f;
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Main.dust[dust].noGravity = true;
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}
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}
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@@ -42,11 +41,10 @@ public class GoldenLightBlast : ModProjectile
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{
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for (int i = 0; i < 5; i++)
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{
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int dust1 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.MeatDust>(), 0f, 0f, 0, default, 1f);
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Main.dust[dust1].scale = 0.9f;
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Dust obj = Main.dust[dust1];
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obj.velocity *= 0.1f;
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Main.dust[dust1].noGravity = true;
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int dust = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.MeatDust>());
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Main.dust[dust].scale = 0.9f;
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Main.dust[dust].velocity *= 0.1f;
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Main.dust[dust].noGravity = true;
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}
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SoundEngine.PlaySound(SoundID.DD2_BetsyFireballShot, Projectile.position);
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}
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