Fixed crashes for ranged weapons.
Optimized code.
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@@ -18,6 +18,7 @@ public class PiercingBow : ModItem
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public override void SetDefaults()
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{
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Item.damage = 10;
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Item.DamageType = DamageClass.Ranged;
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Item.width = 18;
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Item.height = 32;
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Item.useTime = 27;
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@@ -34,7 +35,7 @@ public class PiercingBow : ModItem
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Item.useAmmo = AmmoID.Arrow;
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}
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public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
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public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
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{
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if (type == 1)
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{
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@@ -45,16 +46,16 @@ public class PiercingBow : ModItem
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public override void AddRecipes()
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{
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Recipe val = CreateRecipe();
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val.AddIngredient(ItemID.WoodenBow, 1);
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val.AddIngredient(ItemID.IronBow, 1);
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val.AddTile(TileID.Anvils);
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val.Register();
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CreateRecipe()
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.AddIngredient(ItemID.WoodenBow)
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.AddIngredient(ItemID.IronBow)
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.AddTile(TileID.Anvils)
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.Register();
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Recipe val2 = CreateRecipe();
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val2.AddIngredient(ItemID.WoodenBow, 1);
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val2.AddIngredient(ItemID.LeadBow, 1);
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val2.AddTile(TileID.Anvils);
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val2.Register();
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CreateRecipe()
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.AddIngredient(ItemID.WoodenBow)
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.AddIngredient(ItemID.LeadBow)
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.AddTile(TileID.Anvils)
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.Register();
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}
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}
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