public void UseAbility(Player mountedPlayer, Vector2 mousePosition, bool toggleOn)
{
switch (this._type)
{
case 8:
if (Main.myPlayer == mountedPlayer.whoAmI)
{
if (!toggleOn)
{
this._abilityActive = false;
break;
}
if (this._abilityActive)
break;
if (mountedPlayer.whoAmI == Main.myPlayer)
{
float X = Main.screenPosition.X + (float)Main.mouseX;
float Y = Main.screenPosition.Y + (float)Main.mouseY;
float ai0 = X - mountedPlayer.position.X;
float ai1 = Y - mountedPlayer.position.Y;
Projectile.NewProjectile(X, Y, 0.0f, 0.0f, 453, 0, 0.0f, mountedPlayer.whoAmI, ai0, ai1);
}
this._abilityActive = true;
break;
}
this._abilityActive = toggleOn;
break;
case 9:
if (Main.myPlayer != mountedPlayer.whoAmI)
break;
mousePosition = this.ClampToDeadZone(mountedPlayer, mousePosition);
Vector2 vector2_1;
vector2_1.X = mountedPlayer.position.X + (float)(mountedPlayer.width / 2);
vector2_1.Y = mountedPlayer.position.Y + (float)mountedPlayer.height;
int num = (this._frameExtra - 6) * 2;
for (int index = 0; index < 2; ++index)
{
Vector2 vector2_2;
vector2_2.Y = vector2_1.Y + Mount.scutlixEyePositions[num + index].Y + (float)this._data.yOffset;
vector2_2.X = mountedPlayer.direction != -1 ? vector2_1.X + Mount.scutlixEyePositions[num + index].X + (float)this._data.xOffset : vector2_1.X - Mount.scutlixEyePositions[num + index].X - (float)this._data.xOffset;
Vector2 vector2_3 = mousePosition - vector2_2;
vector2_3.Normalize();
Vector2 vector2_4 = vector2_3 * 14f;
int Damage = 100;
vector2_2 += vector2_4;
Projectile.NewProjectile(vector2_2.X, vector2_2.Y, vector2_4.X, vector2_4.Y, 606, Damage, 0.0f, Main.myPlayer, 0.0f, 0.0f);
}
break;
}
}