Fixed Spectral Illusion. Cleaned up associated code.
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@@ -31,26 +31,29 @@ public class SpectralIllusionRMB : ModProjectile
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AnimateProjectile();
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if (Main.rand.NextBool(2))
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{
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int num1 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RainbowHealingDust>(), 0f, 0f, 0, default, 1f);
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Main.dust[num1].scale = 2f;
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Main.dust[num1].velocity.Y -= 0.5f;
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Main.dust[num1].velocity.X = 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.RainbowDust>(), 0f, 0f, 0, default, 1f);
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int num3 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RainbowDust2>(), 0f, 0f, 0, default, 1f);
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int num4 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RainbowDust3>(), 0f, 0f, 0, default, 1f);
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Main.dust[num2].scale = 2f;
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Main.dust[num2].velocity.Y += 0.5f;
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Main.dust[num2].velocity.X = 0f;
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Main.dust[num2].noGravity = true;
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Main.dust[num3].scale = 2f;
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Main.dust[num3].velocity.Y += 0.5f;
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Main.dust[num3].velocity.X = 0f;
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Main.dust[num3].noGravity = true;
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Main.dust[num4].scale = 2f;
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Main.dust[num4].velocity.Y += 0.5f;
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Main.dust[num4].velocity.X = 0f;
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Main.dust[num4].noGravity = true;
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int dust1 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RainbowHealingDust>(), 0f, 0f, 0, default, 1f);
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Main.dust[dust1].scale = 2f;
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Main.dust[dust1].velocity.Y -= 0.5f;
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Main.dust[dust1].velocity.X = 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.RainbowDust>(), 0f, 0f, 0, default, 1f);
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Main.dust[dust2].scale = 2f;
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Main.dust[dust2].velocity.Y += 0.5f;
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Main.dust[dust2].velocity.X = 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.RainbowDust2>(), 0f, 0f, 0, default, 1f);
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Main.dust[dust3].scale = 2f;
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Main.dust[dust3].velocity.Y += 0.5f;
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Main.dust[dust3].velocity.X = 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.RainbowDust3>(), 0f, 0f, 0, default, 1f);
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Main.dust[dust4].scale = 2f;
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Main.dust[dust4].velocity.Y += 0.5f;
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Main.dust[dust4].velocity.X = 0f;
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Main.dust[dust4].noGravity = true;
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}
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for (int i = 0; i < 255; i++)
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{
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