Skip to content

Class "EntityLaser"⚓︎

Inherits from Class:⚓︎

Entity

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