Cleaned up base code.
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@@ -15,8 +15,8 @@ public static class Helper
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{
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float NearestPlayerDist = 4.8151624E+09f;
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int NearestPlayer = -1;
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Player[] player2 = Main.player;
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foreach (Player player in player2)
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Player[] playerList = Main.player;
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foreach (Player player in playerList)
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{
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if (player.Distance(npc.Center) < NearestPlayerDist && player.active)
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{
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@@ -37,8 +37,8 @@ public static class Helper
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{
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float NearestNPCDist = -1f;
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int NearestNPC = -1;
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NPC[] npc2 = Main.npc;
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foreach (NPC npc in npc2)
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NPC[] npcList = Main.npc;
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foreach (NPC npc in npcList)
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{
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if (npc.active && (!NoBoss || !npc.boss) && (Friendly || (!npc.friendly && npc.lifeMax > 5)) && (NearestNPCDist == -1f || npc.Distance(Point) < NearestNPCDist))
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{
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@@ -53,8 +53,8 @@ public static class Helper
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{
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float NearestPlayerDist = -1f;
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int NearestPlayer = -1;
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Player[] player2 = Main.player;
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foreach (Player player in player2)
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Player[] playerList = Main.player;
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foreach (Player player in playerList)
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{
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if ((!Alive || (player.active && !player.dead)) && (NearestPlayerDist == -1f || player.Distance(Point) < NearestPlayerDist))
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{
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@@ -69,8 +69,8 @@ public static class Helper
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{
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float NearestPlayerDist = 4.8151624E+09f;
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int NearestPlayer = -1;
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Player[] player2 = Main.player;
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foreach (Player player in player2)
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Player[] playerList = Main.player;
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foreach (Player player in playerList)
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{
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if (player.Distance(npc.Center) < NearestPlayerDist)
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{
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@@ -109,10 +109,7 @@ public static class Helper
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public static Vector2 PolarPos(Vector2 Point, float Distance, float Angle, int XOffset = 0, int YOffset = 0)
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{
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Vector2 result = default;
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result.X = Distance * (float)Math.Sin(MathHelper.ToDegrees(Angle)) + Point.X + XOffset;
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result.Y = Distance * (float)Math.Cos(MathHelper.ToDegrees(Angle)) + Point.Y + YOffset;
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return result;
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return new Vector2(Distance * (float)Math.Sin(MathHelper.ToDegrees(Angle)) + Point.X + XOffset, Distance * (float)Math.Cos(MathHelper.ToDegrees(Angle)) + Point.Y + YOffset);
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}
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public static Vector2 SmoothFromTo(Vector2 From, Vector2 To, float Smooth = 60f)
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