Fixed crashes for ranged weapons.
Optimized code.
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@@ -17,6 +17,7 @@ public class Peacegunner : ModItem
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public override void SetDefaults()
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{
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Item.damage = 32;
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Item.DamageType = DamageClass.Ranged;
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Item.width = 50;
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Item.height = 28;
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Item.useTime = 12;
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@@ -38,9 +39,9 @@ public class Peacegunner : ModItem
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return new Vector2(-2f, -2f);
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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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Vector2 muzzleOffset = Vector2.Normalize(new Vector2(velocity.X, velocity.Y)) * 35f;
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Vector2 muzzleOffset = Vector2.Normalize(velocity) * 35f;
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if (Collision.CanHit(position, 0, 0, position + muzzleOffset, 0, 0))
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{
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position += muzzleOffset;
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@@ -50,16 +51,16 @@ public class Peacegunner : 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(ModContent.ItemType<Peacekeeper>());
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val.AddIngredient(ItemID.HellstoneBar, 10);
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val.AddTile(TileID.Anvils);
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val.Register();
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Recipe recipe1 = CreateRecipe();
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recipe1.AddIngredient(ModContent.ItemType<Peacekeeper>());
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recipe1.AddIngredient(ItemID.HellstoneBar, 10);
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recipe1.AddTile(TileID.Anvils);
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recipe1.Register();
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Recipe val2 = CreateRecipe();
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val2.AddIngredient(ModContent.ItemType<PeacegunnerAmerican>());
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val2.AddIngredient(ItemID.SilverDye, 1);
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val2.AddTile(TileID.DyeVat);
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val2.Register();
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Recipe recipe2 = CreateRecipe();
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recipe2.AddIngredient(ModContent.ItemType<PeacegunnerAmerican>());
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recipe2.AddIngredient(ItemID.SilverDye);
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recipe2.AddTile(TileID.DyeVat);
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recipe2.Register();
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}
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}
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