Class "EntityLaser"⚓︎
Inherits from Class:⚓︎
Functions⚓︎
Calculate·End·Point ()⚓︎
static Vector CalculateEndPoint ( Vector Start, Vector Dir, Vector PositionOffset, Entity Parent, float Margin )⚓︎
Get·End·Point ()⚓︎
const Vector GetEndPoint ( )⚓︎
Get·Non·Optimized·Samples ()⚓︎
const HomingLaser::SampleList GetNonOptimizedSamples ( )⚓︎
Get·RenderZ ()⚓︎
int GetRenderZ ( )⚓︎
Get·Samples ()⚓︎
const HomingLaser::SampleList GetSamples ( )⚓︎
Is·Circle·Laser ()⚓︎
boolean IsCircleLaser ( )⚓︎
Is·Sample·Laser ()⚓︎
boolean IsSampleLaser ( )⚓︎
Set·Active·Rotation ()⚓︎
void SetActiveRotation ( int Delay, float AngleDegrees, float RotationSpd, boolean TimeoutComplete )⚓︎
Set·Black·Hp·Drop·Chance ()⚓︎
void SetBlackHpDropChance ( float Chance )⚓︎
Set·Homing·Type ()⚓︎
void SetHomingType ( LaserHomingType Type )⚓︎
Set·Max·Distance ()⚓︎
void SetMaxDistance ( float Distance )⚓︎
Set·Multidimensional·Touched ()⚓︎
void SetMultidimensionalTouched ( boolean Value )⚓︎
Set·One·Hit ()⚓︎
void SetOneHit ( boolean Value )⚓︎
Set·Timeout ()⚓︎
void SetTimeout ( int Value )⚓︎
Shoot·Angle ()⚓︎
static EntityLaser ShootAngle ( int Variant, Vector SourcePos, float AngleDegrees, int Timeout, Vector PosOffset, Entity Source )⚓︎
static helper to simplify spawning lasers
Variables⚓︎
Angle⚓︎
float Angle⚓︎
Angle·Degrees⚓︎
float AngleDegrees⚓︎
Black·Hp·Drop·Chance⚓︎
float BlackHpDropChance⚓︎
For maw of void.
Bounce·Laser⚓︎
Entity BounceLaser⚓︎
Curve·Strength⚓︎
float CurveStrength⚓︎
My Reflection.
Disable·Follow·Parent⚓︎
boolean DisableFollowParent⚓︎
Set on children of other lasers, for instance Rubber Cement reflections. Disables m_ParentOffset.
End·Point⚓︎
Vector EndPoint⚓︎
Will hold the endpoint so it will not need to be recalculated when accessed from extern.
First·Update⚓︎
boolean FirstUpdate⚓︎
Grid·Hit⚓︎
boolean GridHit⚓︎
true if laser can be clipped by grid entities and it was clipped at that frame.
Homing·Laser⚓︎
HomingLaser HomingLaser⚓︎
Homing·Type⚓︎
LaserHomingType HomingType⚓︎
Is·Active·Rotating⚓︎
boolean IsActiveRotating⚓︎
Laser·Length⚓︎
float LaserLength⚓︎
Last·Angle·Degrees⚓︎
float LastAngleDegrees⚓︎
Max·Distance⚓︎
float MaxDistance⚓︎
Used to trim brimstone for Azazel (0 - off)
One·Hit⚓︎
boolean OneHit⚓︎
Laser hits only once.
Parent·Offset⚓︎
Vector ParentOffset⚓︎
Radius⚓︎
float Radius⚓︎
Rotation·Degrees⚓︎
float RotationDegrees⚓︎
Rotation·Delay⚓︎
int RotationDelay⚓︎
Rotation·Spd⚓︎
float RotationSpd⚓︎
Sample·Laser⚓︎
boolean SampleLaser⚓︎
Shrink⚓︎
boolean Shrink⚓︎
Start·Angle·Degrees⚓︎
float StartAngleDegrees⚓︎
Some lasers have a bit of random variation in rotation so they need to remember their starting point.
Tear·Flags⚓︎
TearFlags TearFlags⚓︎
Timeout⚓︎
int Timeout⚓︎
Last update:
June 9, 2021