Athrisir
Terrarian
Hi! I'm pretty new to this, so if there's an easy fix let me know. Simply put, the code I have for a worm NPC prevents me from opening a world until the mod is disabled. I get an error that says "Load failed, no backup found" which only occurs with my mod and when this code is in it.
Here's the code...
Any help would be greatly appreciated!
Here's the code...
Code:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace RapierMod.NPCs.Worm
{
public class WormHead : ModNPC
{
public override void SetDefaults()
{
DisplayName.SetDefault("Worm Head");
npc.lifeMax = 10555; //this is the npc health
npc.damage = 2; //this is the npc damage
npc.defense = 17; //this is the npc defense
npc.knockBackResist = 0f;
npc.width = 40; //this is where you put the npc sprite width. important
npc.height = 100; //this is where you put the npc sprite height. important
npc.boss = true;
npc.lavaImmune = true; //this make the npc immune to lava
npc.noGravity = true; //this make the npc float
npc.noTileCollide = true; //this make the npc go tru walls
npc.HitSound = SoundID.NPCHit1;
npc.behindTiles = true;
npc.DeathSound = SoundID.NPCHit1;
Main.npcFrameCount[npc.type] = 1;
npc.value = Item.buyPrice(0, 0, 2, 10);
npc.npcSlots = 1f;
npc.netAlways = true;
}
public override bool PreAI()
{
if (Main.netMode != 1)
{
// So, we start the AI off by checking if npc.ai[0] is 0.
// This is practically ALWAYS the case with a freshly spawned NPC, so this means this is the first update.
// Since this is the first update, we can safely assume we need to spawn the rest of the worm (bodies + tail).
if (npc.ai[0] == 0)
{
// So, here we assing the npc.realLife value.
// The npc.realLife value is mainly used to determine which NPC loses life when we hit this NPC.
// We don't want every single piece of the worm to have its own HP pool, so this is a neat way to fix that.
npc.realLife = npc.whoAmI;
// LatestNPC is going to be used later on and I'll explain it there.
int latestNPC = npc.whoAmI;
// Here we determine the length of the worm.
// In this case the worm will have a length of 10 to 14 body parts.
int randomWormLength = Main.rand.Next(10, 14);
for (int i = 0; i < randomWormLength; ++i)
{
// We spawn a new NPC, setting latestNPC to the newer NPC, whilst also using that same variable
// to set the parent of this new NPC. The parent of the new NPC (may it be a tail or body part)
// will determine the movement of this new NPC.
// Under there, we also set the realLife value of the new NPC, because of what is explained above.
latestNPC = NPC.NewNPC((int)npc.Center.X, (int)npc.Center.Y, mod.NPCType("WormBody"), npc.whoAmI, 0, latestNPC);
Main.npc[(int)latestNPC].realLife = npc.whoAmI;
Main.npc[(int)latestNPC].ai[3] = npc.whoAmI;
}
// When we're out of that loop, we want to 'close' the worm with a tail part!
latestNPC = NPC.NewNPC((int)npc.Center.X, (int)npc.Center.Y, mod.NPCType("WormTail"), npc.whoAmI, 0, latestNPC);
Main.npc[(int)latestNPC].realLife = npc.whoAmI;
Main.npc[(int)latestNPC].ai[3] = npc.whoAmI;
// We're setting npc.ai[0] to 1, so that this 'if' is not triggered again.
npc.ai[0] = 1;
npc.netUpdate = true;
}
}
int minTilePosX = (int)(npc.position.X / 16.0) - 1;
int maxTilePosX = (int)((npc.position.X + npc.width) / 16.0) + 2;
int minTilePosY = (int)(npc.position.Y / 16.0) - 1;
int maxTilePosY = (int)((npc.position.Y + npc.height) / 16.0) + 2;
if (minTilePosX < 0)
minTilePosX = 0;
if (maxTilePosX > Main.maxTilesX)
maxTilePosX = Main.maxTilesX;
if (minTilePosY < 0)
minTilePosY = 0;
if (maxTilePosY > Main.maxTilesY)
maxTilePosY = Main.maxTilesY;
bool collision = false;
// This is the initial check for collision with tiles.
for (int i = minTilePosX; i < maxTilePosX; ++i)
{
for (int j = minTilePosY; j < maxTilePosY; ++j)
{
if (Main.tile[i, j] != null && (Main.tile[i, j].nactive() && (Main.tileSolid[(int)Main.tile[i, j].type] || Main.tileSolidTop[(int)Main.tile[i, j].type] && (int)Main.tile[i, j].frameY == 0) || (int)Main.tile[i, j].liquid > 64))
{
Vector2 vector2;
vector2.X = (float)(i * 16);
vector2.Y = (float)(j * 16);
if (npc.position.X + npc.width > vector2.X && npc.position.X < vector2.X + 16.0 && (npc.position.Y + npc.height > (double)vector2.Y && npc.position.Y < vector2.Y + 16.0))
{
collision = true;
if (Main.rand.Next(100) == 0 && Main.tile[i, j].nactive())
WorldGen.KillTile(i, j, true, true, false);
}
}
}
}
// If there is no collision with tiles, we check if the distance between this NPC and its target is too large, so that we can still trigger 'collision'.
if (!collision)
{
Rectangle rectangle1 = new Rectangle((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height);
int maxDistance = 1000;
bool playerCollision = true;
for (int index = 0; index < 255; ++index)
{
if (Main.player[index].active)
{
Rectangle rectangle2 = new Rectangle((int)Main.player[index].position.X - maxDistance, (int)Main.player[index].position.Y - maxDistance, maxDistance * 2, maxDistance * 2);
if (rectangle1.Intersects(rectangle2))
{
playerCollision = false;
break;
}
}
}
if (playerCollision)
collision = true;
}
// speed determines the max speed at which this NPC can move.
// Higher value = faster speed.
float speed = 15f;
// acceleration is exactly what it sounds like. The speed at which this NPC accelerates.
float acceleration = 0.08f;
Vector2 npcCenter = new Vector2(npc.position.X + npc.width * 0.5f, npc.position.Y + npc.height * 0.5f);
float targetXPos = Main.player[npc.target].position.X + (Main.player[npc.target].width / 2);
float targetYPos = Main.player[npc.target].position.Y + (Main.player[npc.target].height / 2);
float targetRoundedPosX = (float)((int)(targetXPos / 16.0) * 16);
float targetRoundedPosY = (float)((int)(targetYPos / 16.0) * 16);
npcCenter.X = (float)((int)(npcCenter.X / 16.0) * 16);
npcCenter.Y = (float)((int)(npcCenter.Y / 16.0) * 16);
float dirX = targetRoundedPosX - npcCenter.X;
float dirY = targetRoundedPosY - npcCenter.Y;
float length = (float)Math.Sqrt(dirX * dirX + dirY * dirY);
// If we do not have any type of collision, we want the NPC to fall down and de-accelerate along the X axis.
if (!collision)
{
npc.TargetClosest(true);
npc.velocity.Y = npc.velocity.Y + 0.11f;
if (npc.velocity.Y > speed)
npc.velocity.Y = speed;
if (Math.Abs(npc.velocity.X) + Math.Abs(npc.velocity.Y) < speed * 0.4)
{
if (npc.velocity.X < 0.0)
npc.velocity.X = npc.velocity.X - acceleration * 1.1f;
else
npc.velocity.X = npc.velocity.X + acceleration * 1.1f;
}
else if (npc.velocity.Y == speed)
{
if (npc.velocity.X < dirX)
npc.velocity.X = npc.velocity.X + acceleration;
else if (npc.velocity.X > dirX)
npc.velocity.X = npc.velocity.X - acceleration;
}
else if (npc.velocity.Y > 4.0)
{
if (npc.velocity.X < 0.0)
npc.velocity.X = npc.velocity.X + acceleration * 0.9f;
else
npc.velocity.X = npc.velocity.X - acceleration * 0.9f;
}
}
// Else we want to play some audio (soundDelay) and move towards our target.
else
{
if (npc.soundDelay == 0)
{
float num1 = length / 40f;
if (num1 < 10.0)
num1 = 10f;
if (num1 > 20.0)
num1 = 20f;
npc.soundDelay = (int)num1;
Main.PlaySound(15, (int)npc.position.X, (int)npc.position.Y, 1);
}
float absDirX = Math.Abs(dirX);
float absDirY = Math.Abs(dirY);
float newSpeed = speed / length;
dirX = dirX * newSpeed;
dirY = dirY * newSpeed;
if (npc.velocity.X > 0.0 && dirX > 0.0 || npc.velocity.X < 0.0 && dirX < 0.0 || (npc.velocity.Y > 0.0 && dirY > 0.0 || npc.velocity.Y < 0.0 && dirY < 0.0))
{
if (npc.velocity.X < dirX)
npc.velocity.X = npc.velocity.X + acceleration;
else if (npc.velocity.X > dirX)
npc.velocity.X = npc.velocity.X - acceleration;
if (npc.velocity.Y < dirY)
npc.velocity.Y = npc.velocity.Y + acceleration;
else if (npc.velocity.Y > dirY)
npc.velocity.Y = npc.velocity.Y - acceleration;
if (Math.Abs(dirY) < speed * 0.2 && (npc.velocity.X > 0.0 && dirX < 0.0 || npc.velocity.X < 0.0 && dirX > 0.0))
{
if (npc.velocity.Y > 0.0)
npc.velocity.Y = npc.velocity.Y + acceleration * 2f;
else
npc.velocity.Y = npc.velocity.Y - acceleration * 2f;
}
if (Math.Abs(dirX) < speed * 0.2 && (npc.velocity.Y > 0.0 && dirY < 0.0 || npc.velocity.Y < 0.0 && dirY > 0.0))
{
if (npc.velocity.X > 0.0)
npc.velocity.X = npc.velocity.X + acceleration * 2f;
else
npc.velocity.X = npc.velocity.X - acceleration * 2f;
}
}
else if (absDirX > absDirY)
{
if (npc.velocity.X < dirX)
npc.velocity.X = npc.velocity.X + acceleration * 1.1f;
else if (npc.velocity.X > dirX)
npc.velocity.X = npc.velocity.X - acceleration * 1.1f;
if (Math.Abs(npc.velocity.X) + Math.Abs(npc.velocity.Y) < speed * 0.5)
{
if (npc.velocity.Y > 0.0)
npc.velocity.Y = npc.velocity.Y + acceleration;
else
npc.velocity.Y = npc.velocity.Y - acceleration;
}
}
else
{
if (npc.velocity.Y < dirY)
npc.velocity.Y = npc.velocity.Y + acceleration * 1.1f;
else if (npc.velocity.Y > dirY)
npc.velocity.Y = npc.velocity.Y - acceleration * 1.1f;
if (Math.Abs(npc.velocity.X) + Math.Abs(npc.velocity.Y) < speed * 0.5)
{
if (npc.velocity.X > 0.0)
npc.velocity.X = npc.velocity.X + acceleration;
else
npc.velocity.X = npc.velocity.X - acceleration;
}
}
}
// Set the correct rotation for this NPC.
npc.rotation = (float)Math.Atan2(npc.velocity.Y, npc.velocity.X) + 1.57f;
// Some netupdate stuff (multiplayer compatibility).
if (collision)
{
if (npc.localAI[0] != 1)
npc.netUpdate = true;
npc.localAI[0] = 1f;
}
else
{
if (npc.localAI[0] != 0.0)
npc.netUpdate = true;
npc.localAI[0] = 0.0f;
}
if ((npc.velocity.X > 0.0 && npc.oldVelocity.X < 0.0 || npc.velocity.X < 0.0 && npc.oldVelocity.X > 0.0 || (npc.velocity.Y > 0.0 && npc.oldVelocity.Y < 0.0 || npc.velocity.Y < 0.0 && npc.oldVelocity.Y > 0.0)) && !npc.justHit)
npc.netUpdate = true;
return false;
}
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor)
{
Texture2D texture = Main.npcTexture[npc.type];
Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f);
Main.spriteBatch.Draw(texture, npc.Center - Main.screenPosition, new Rectangle?(), drawColor, npc.rotation, origin, npc.scale, SpriteEffects.None, 0);
return false;
}
public override bool? DrawHealthBar(byte hbPosition, ref float scale, ref Vector2 position)
{
scale = 1.9f; //this make the NPC Health Bar biger
return null;
}
}
}
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace RapierMod.NPCs.Worm
{
public class WormBody : ModNPC
{
public override void SetDefaults()
{
DisplayName.SetDefault("Worm");
npc.width = 48; //this is where you put the npc sprite width. important
npc.height = 50; //this is where you put the npc sprite height. important
npc.damage = 10;
npc.defense = 5;
npc.lifeMax = 1;
npc.knockBackResist = 0.0f;
npc.behindTiles = true;
npc.noTileCollide = true;
npc.netAlways = true;
npc.noGravity = true;
npc.dontCountMe = true;
npc.HitSound = SoundID.NPCHit1;
}
public override bool PreAI()
{
if (npc.ai[3] > 0)
npc.realLife = (int)npc.ai[3];
if (npc.target < 0 || npc.target == byte.MaxValue || Main.player[npc.target].dead)
npc.TargetClosest(true);
if (Main.player[npc.target].dead && npc.timeLeft > 300)
npc.timeLeft = 300;
if (Main.netMode != 1)
{
if (!Main.npc[(int)npc.ai[1]].active)
{
npc.life = 0;
npc.HitEffect(0, 10.0);
npc.active = false;
NetMessage.SendData(28, -1, -1, null, npc.whoAmI, -1f, 0.0f, 0.0f, 0, 0, 0);
}
}
if (npc.ai[1] < (double)Main.npc.Length)
{
// We're getting the center of this NPC.
Vector2 npcCenter = new Vector2(npc.position.X + (float)npc.width * 0.5f, npc.position.Y + (float)npc.height * 0.5f);
// Then using that center, we calculate the direction towards the 'parent NPC' of this NPC.
float dirX = Main.npc[(int)npc.ai[1]].position.X + (float)(Main.npc[(int)npc.ai[1]].width / 2) - npcCenter.X;
float dirY = Main.npc[(int)npc.ai[1]].position.Y + (float)(Main.npc[(int)npc.ai[1]].height / 2) - npcCenter.Y;
// We then use Atan2 to get a correct rotation towards that parent NPC.
npc.rotation = (float)Math.Atan2(dirY, dirX) + 1.57f;
// We also get the length of the direction vector.
float length = (float)Math.Sqrt(dirX * dirX + dirY * dirY);
// We calculate a new, correct distance.
float dist = (length - (float)npc.width) / length;
float posX = dirX * dist;
float posY = dirY * dist;
// Reset the velocity of this NPC, because we don't want it to move on its own
npc.velocity = Vector2.Zero;
// And set this NPCs position accordingly to that of this NPCs parent NPC.
npc.position.X = npc.position.X + posX;
npc.position.Y = npc.position.Y + posY;
}
return false;
}
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor)
{
Texture2D texture = Main.npcTexture[npc.type];
Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f);
Main.spriteBatch.Draw(texture, npc.Center - Main.screenPosition, new Rectangle?(), drawColor, npc.rotation, origin, npc.scale, SpriteEffects.None, 0);
return false;
}
public override bool? DrawHealthBar(byte hbPosition, ref float scale, ref Vector2 position)
{
return false; //this make that the npc does not have a health bar
}
}
}
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace RapierMod.NPCs.Worm
{
public class WormBody : ModNPC
{
public override void SetDefaults()
{
DisplayName.SetDefault("Worm");
npc.width = 48; //this is where you put the npc sprite width. important
npc.height = 50; //this is where you put the npc sprite height. important
npc.damage = 10;
npc.defense = 5;
npc.lifeMax = 1;
npc.knockBackResist = 0.0f;
npc.behindTiles = true;
npc.noTileCollide = true;
npc.netAlways = true;
npc.noGravity = true;
npc.dontCountMe = true;
npc.HitSound = SoundID.NPCHit1;
}
public override bool PreAI()
{
if (npc.ai[3] > 0)
npc.realLife = (int)npc.ai[3];
if (npc.target < 0 || npc.target == byte.MaxValue || Main.player[npc.target].dead)
npc.TargetClosest(true);
if (Main.player[npc.target].dead && npc.timeLeft > 300)
npc.timeLeft = 300;
if (Main.netMode != 1)
{
if (!Main.npc[(int)npc.ai[1]].active)
{
npc.life = 0;
npc.HitEffect(0, 10.0);
npc.active = false;
NetMessage.SendData(28, -1, -1, null, npc.whoAmI, -1f, 0.0f, 0.0f, 0, 0, 0);
}
}
if (npc.ai[1] < (double)Main.npc.Length)
{
// We're getting the center of this NPC.
Vector2 npcCenter = new Vector2(npc.position.X + (float)npc.width * 0.5f, npc.position.Y + (float)npc.height * 0.5f);
// Then using that center, we calculate the direction towards the 'parent NPC' of this NPC.
float dirX = Main.npc[(int)npc.ai[1]].position.X + (float)(Main.npc[(int)npc.ai[1]].width / 2) - npcCenter.X;
float dirY = Main.npc[(int)npc.ai[1]].position.Y + (float)(Main.npc[(int)npc.ai[1]].height / 2) - npcCenter.Y;
// We then use Atan2 to get a correct rotation towards that parent NPC.
npc.rotation = (float)Math.Atan2(dirY, dirX) + 1.57f;
// We also get the length of the direction vector.
float length = (float)Math.Sqrt(dirX * dirX + dirY * dirY);
// We calculate a new, correct distance.
float dist = (length - (float)npc.width) / length;
float posX = dirX * dist;
float posY = dirY * dist;
// Reset the velocity of this NPC, because we don't want it to move on its own
npc.velocity = Vector2.Zero;
// And set this NPCs position accordingly to that of this NPCs parent NPC.
npc.position.X = npc.position.X + posX;
npc.position.Y = npc.position.Y + posY;
}
return false;
}
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor)
{
Texture2D texture = Main.npcTexture[npc.type];
Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f);
Main.spriteBatch.Draw(texture, npc.Center - Main.screenPosition, new Rectangle?(), drawColor, npc.rotation, origin, npc.scale, SpriteEffects.None, 0);
return false;
}
public override bool? DrawHealthBar(byte hbPosition, ref float scale, ref Vector2 position)
{
return false; //this make that the npc does not have a health bar
}
}
}
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace RapierMod.NPCs.Worm
{
public class WormTail : ModNPC
{
public override void SetDefaults()
{
DisplayName.SetDefault("Worm");
npc.width = 48; //this is where you put the npc sprite width. important
npc.height = 64; //this is where you put the npc sprite height. important
npc.damage = 10;
npc.defense = 5;
npc.lifeMax = 1;
npc.knockBackResist = 0.0f;
npc.behindTiles = true;
npc.noTileCollide = true;
npc.netAlways = true;
npc.noGravity = true;
npc.dontCountMe = true;
npc.HitSound = SoundID.NPCHit1;
}
public override bool PreAI()
{
if (npc.ai[3] > 0)
npc.realLife = (int)npc.ai[3];
if (npc.target < 0 || npc.target == byte.MaxValue || Main.player[npc.target].dead)
npc.TargetClosest(true);
if (Main.player[npc.target].dead && npc.timeLeft > 300)
npc.timeLeft = 300;
if (Main.netMode != 1)
{
if (!Main.npc[(int)npc.ai[1]].active)
{
npc.life = 0;
npc.HitEffect(0, 10.0);
npc.active = false;
NetMessage.SendData(28, -1, -1, null, npc.whoAmI, -1f, 0.0f, 0.0f, 0, 0, 0);
}
}
if (npc.ai[1] < (double)Main.npc.Length)
{
// We're getting the center of this NPC.
Vector2 npcCenter = new Vector2(npc.position.X + (float)npc.width * 0.5f, npc.position.Y + (float)npc.height * 0.5f);
// Then using that center, we calculate the direction towards the 'parent NPC' of this NPC.
float dirX = Main.npc[(int)npc.ai[1]].position.X + (float)(Main.npc[(int)npc.ai[1]].width / 2) - npcCenter.X;
float dirY = Main.npc[(int)npc.ai[1]].position.Y + (float)(Main.npc[(int)npc.ai[1]].height / 2) - npcCenter.Y;
// We then use Atan2 to get a correct rotation towards that parent NPC.
npc.rotation = (float)Math.Atan2(dirY, dirX) + 1.57f;
// We also get the length of the direction vector.
float length = (float)Math.Sqrt(dirX * dirX + dirY * dirY);
// We calculate a new, correct distance.
float dist = (length - (float)npc.width) / length;
float posX = dirX * dist;
float posY = dirY * dist;
// Reset the velocity of this NPC, because we don't want it to move on its own
npc.velocity = Vector2.Zero;
// And set this NPCs position accordingly to that of this NPCs parent NPC.
npc.position.X = npc.position.X + posX;
npc.position.Y = npc.position.Y + posY;
}
return false;
}
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor)
{
Texture2D texture = Main.npcTexture[npc.type];
Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f);
Main.spriteBatch.Draw(texture, npc.Center - Main.screenPosition, new Rectangle?(), drawColor, npc.rotation, origin, npc.scale, SpriteEffects.None, 0);
return false;
}
public override bool? DrawHealthBar(byte hbPosition, ref float scale, ref Vector2 position)
{
return false; //this make that the npc does not have a health bar
}
}
}
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace RapierMod.NPCs.Worm
{
public class WormTail : ModNPC
{
public override void SetDefaults()
{
DisplayName.SetDefault("Worm");
npc.width = 48; //this is where you put the npc sprite width. important
npc.height = 64; //this is where you put the npc sprite height. important
npc.damage = 10;
npc.defense = 5;
npc.lifeMax = 1;
npc.knockBackResist = 0.0f;
npc.behindTiles = true;
npc.noTileCollide = true;
npc.netAlways = true;
npc.noGravity = true;
npc.dontCountMe = true;
npc.HitSound = SoundID.NPCHit1;
}
public override bool PreAI()
{
if (npc.ai[3] > 0)
npc.realLife = (int)npc.ai[3];
if (npc.target < 0 || npc.target == byte.MaxValue || Main.player[npc.target].dead)
npc.TargetClosest(true);
if (Main.player[npc.target].dead && npc.timeLeft > 300)
npc.timeLeft = 300;
if (Main.netMode != 1)
{
if (!Main.npc[(int)npc.ai[1]].active)
{
npc.life = 0;
npc.HitEffect(0, 10.0);
npc.active = false;
NetMessage.SendData(28, -1, -1, null, npc.whoAmI, -1f, 0.0f, 0.0f, 0, 0, 0);
}
}
if (npc.ai[1] < (double)Main.npc.Length)
{
// We're getting the center of this NPC.
Vector2 npcCenter = new Vector2(npc.position.X + (float)npc.width * 0.5f, npc.position.Y + (float)npc.height * 0.5f);
// Then using that center, we calculate the direction towards the 'parent NPC' of this NPC.
float dirX = Main.npc[(int)npc.ai[1]].position.X + (float)(Main.npc[(int)npc.ai[1]].width / 2) - npcCenter.X;
float dirY = Main.npc[(int)npc.ai[1]].position.Y + (float)(Main.npc[(int)npc.ai[1]].height / 2) - npcCenter.Y;
// We then use Atan2 to get a correct rotation towards that parent NPC.
npc.rotation = (float)Math.Atan2(dirY, dirX) + 1.57f;
// We also get the length of the direction vector.
float length = (float)Math.Sqrt(dirX * dirX + dirY * dirY);
// We calculate a new, correct distance.
float dist = (length - (float)npc.width) / length;
float posX = dirX * dist;
float posY = dirY * dist;
// Reset the velocity of this NPC, because we don't want it to move on its own
npc.velocity = Vector2.Zero;
// And set this NPCs position accordingly to that of this NPCs parent NPC.
npc.position.X = npc.position.X + posX;
npc.position.Y = npc.position.Y + posY;
}
return false;
}
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor)
{
Texture2D texture = Main.npcTexture[npc.type];
Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f);
Main.spriteBatch.Draw(texture, npc.Center - Main.screenPosition, new Rectangle?(), drawColor, npc.rotation, origin, npc.scale, SpriteEffects.None, 0);
return false;
}
public override bool? DrawHealthBar(byte hbPosition, ref float scale, ref Vector2 position)
{
return false; //this make that the npc does not have a health bar
}
}
}
Any help would be greatly appreciated!