Commit of decompiled and "updated" code.
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using System;
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using Microsoft.Xna.Framework;
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using Terraria;
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using Terraria.ModLoader;
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namespace FabusMod.Projectiles;
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public class RainbowOrb : ModProjectile
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{
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public override void SetStaticDefaults()
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{
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//Sets.Homing[Projectile.type] = true;
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Main.projFrames[Projectile.type] = 4;
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}
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public override void SetDefaults()
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{
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Projectile.width = 40;
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Projectile.height = 42;
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Projectile.alpha = 255;
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Projectile.friendly = true;
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Projectile.tileCollide = false;
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Projectile.ignoreWater = true;
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Projectile.timeLeft = 300;
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}
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public override void AI()
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{
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if (Projectile.alpha > 70)
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{
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Projectile projectile = Projectile;
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projectile.alpha -= 15;
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if (Projectile.alpha < 70)
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{
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Projectile.alpha = 70;
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}
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}
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if (Projectile.localAI[0] == 0f)
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{
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AdjustMagnitude(ref Projectile.velocity);
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Projectile.localAI[0] = 1f;
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}
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Vector2 move = Vector2.Zero;
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float distance = 200f;
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bool target = false;
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for (int i = 0; i < 200; i++)
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{
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if (Main.npc[i].active && !Main.npc[i].dontTakeDamage && !Main.npc[i].friendly && Main.npc[i].lifeMax > 5)
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{
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Vector2 newMove = Main.npc[i].Center - Projectile.Center;
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float distanceTo = (float)Math.Sqrt(newMove.X * newMove.X + newMove.Y * newMove.Y);
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if (distanceTo < distance)
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{
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move = newMove;
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distance = distanceTo;
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target = true;
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}
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}
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}
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if (target)
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{
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AdjustMagnitude(ref move);
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Projectile.velocity = (10f * Projectile.velocity + move) / 11f;
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AdjustMagnitude(ref Projectile.velocity);
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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 dust1 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RainbowDust>(), 0f, 0f, 0, default, 1f);
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int dust2 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RainbowDust2>(), 0f, 0f, 0, default, 1f);
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int dust3 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType<Dusts.RainbowDust3>(), 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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Main.dust[dust2].scale = 0.9f;
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Dust obj2 = Main.dust[dust2];
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obj2.velocity *= 0.1f;
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Main.dust[dust2].noGravity = true;
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Main.dust[dust3].scale = 0.9f;
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Dust obj3 = Main.dust[dust3];
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obj3.velocity *= 0.1f;
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Main.dust[dust3].noGravity = true;
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}
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AnimateProjectile();
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}
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private void AdjustMagnitude(ref Vector2 vector)
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{
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float magnitude = (float)Math.Sqrt(vector.X * vector.X + vector.Y * vector.Y);
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if (magnitude > 6f)
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{
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vector *= 6f / magnitude;
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}
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}
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public void AnimateProjectile()
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{
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Projectile projectile = Projectile;
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projectile.frameCounter++;
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if (Projectile.frameCounter >= 5)
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{
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Projectile projectile2 = Projectile;
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projectile2.frame++;
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Projectile projectile3 = Projectile;
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projectile3.frame %= 3;
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Projectile.frameCounter = 0;
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}
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}
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}
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