Commit of decompiled and "updated" code.
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@@ -0,0 +1,75 @@
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using Microsoft.Xna.Framework;
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using Terraria;
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using Terraria.Audio;
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using Terraria.ID;
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using Terraria.ModLoader;
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namespace FabusMod.Projectiles.SorcerousStaff;
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public class TranquilityProj : ModProjectile
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{
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public override void SetDefaults()
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{
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Projectile.width = 10;
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Projectile.height = 10;
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Projectile.light = 1f;
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AIType = 1;
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Projectile.aiStyle = 1;
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Projectile.friendly = true;
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Projectile.penetrate = 1;
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Projectile.timeLeft = 600;
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}
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public override void AI()
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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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}
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public override bool OnTileCollide(Vector2 oldVelocity)
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{
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Projectile projectile = Projectile;
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projectile.penetrate--;
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if (Projectile.penetrate <= 0)
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{
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Projectile.Kill();
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}
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else
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{
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Projectile.ai[0] += 0.1f;
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if (Projectile.velocity.X != oldVelocity.X)
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{
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Projectile.velocity.X = 0f - oldVelocity.X;
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}
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if (Projectile.velocity.Y != oldVelocity.Y)
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{
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Projectile.velocity.Y = 0f - oldVelocity.Y;
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}
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Projectile projectile2 = Projectile;
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projectile2.velocity = projectile2.velocity * 0.75f;
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SoundEngine.PlaySound(SoundID.Item27, Projectile.position);
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}
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return false;
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}
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public override void Kill(int timeLeft)
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{
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SoundEngine.PlaySound(SoundID.Item27, Projectile.position);
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}
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}
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