Fixed Spectral Illusion. Cleaned up associated code.
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@@ -5,9 +5,7 @@ namespace FabusMod.Projectiles.IllusoryMirror;
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public class SpectralIllusionProj : ModProjectile
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{
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private const int alphaReducation = 50;
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public override void SetDefaults()
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public override void SetDefaults()
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{
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Projectile.width = 2;
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Projectile.height = 20;
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@@ -25,25 +23,24 @@ public class SpectralIllusionProj : ModProjectile
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public override void AI()
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{
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int num1 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.SpectralIllusionDust>(), 0f, 0f, 0, default, 1f);
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Dust obj = Main.dust[num1];
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obj.velocity *= 0f;
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Main.dust[num1].noGravity = true;
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int num2 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.SpectralIllusionDust2>(), 0f, 0f, 0, default, 1f);
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Dust obj2 = Main.dust[num2];
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obj2.velocity *= 0f;
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Main.dust[num2].noGravity = true;
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int num3 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.SpectralIllusionDust3>(), 0f, 0f, 0, default, 1f);
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Dust obj3 = Main.dust[num3];
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obj3.velocity *= 0f;
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Main.dust[num3].noGravity = true;
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int num4 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.SpectralIllusionDust4>(), 0f, 0f, 0, default, 1f);
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Dust obj4 = Main.dust[num4];
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obj4.velocity *= 0f;
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Main.dust[num4].noGravity = true;
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int num5 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.SpectralIllusionDust4>(), 0f, 0f, 0, default, 1f);
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Dust obj5 = Main.dust[num5];
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obj5.velocity *= 0f;
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Main.dust[num5].noGravity = true;
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int dust1 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.SpectralIllusionDust>());
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Main.dust[dust1].velocity *= 0f;
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Main.dust[dust1].noGravity = true;
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int dust2 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.SpectralIllusionDust2>());
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Main.dust[dust2].velocity *= 0f;
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Main.dust[dust2].noGravity = true;
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int dust3 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.SpectralIllusionDust3>());
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Main.dust[dust3].velocity *= 0f;
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Main.dust[dust3].noGravity = true;
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int dust4 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.SpectralIllusionDust4>());
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Main.dust[dust4].velocity *= 0f;
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Main.dust[dust4].noGravity = true;
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int dust5 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.SpectralIllusionDust4>());
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Main.dust[dust5].velocity *= 0f;
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Main.dust[dust5].noGravity = true;
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}
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}
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