|
| AddCoins (integer Value) |
|
| AddHearts (integer Hearts) |
|
| AddKeys (integer Keys) |
|
| PickEnemyTarget (float MaxDistance, integer FrameInterval) |
|
| FollowParent () |
|
| FollowPosition (Vector Pos) |
|
Vector | GetOrbitPosition (Vector Pos) |
|
| Shoot () |
|
EntityTear | FireProjectile (Vector Dir) |
|
| PlayChargeAnim (Direction Dir) |
|
| PlayShootAnim (Direction Dir) |
|
| PlayFloatAnim (Direction Dir) |
|
| MoveDelayed (integer NumFrames) |
|
| MoveDiagonally (float Speed) |
|
integer | RecalculateOrbitOffset (integer Layer, boolean Add) |
| returns the number of familiars in that layer More...
|
|
| AddToFollowers () |
| Adds to followers. This doesn't remove other flags! More...
|
|
| AddToDelayed () |
| Adds to delayed. This doesn't remove other flags! More...
|
|
| AddToOrbit (integer Layer) |
| Adds to orbitals. This doesn't remove other flags! More...
|
|
| RemoveFromFollowers () |
|
| RemoveFromDelayed () |
|
| RemoveFromOrbit () |
|
table | GetData () |
|
| Update () |
|
| Render (Vector Offset) |
|
boolean | RenderShadowLayer (Vector Offset) |
|
| PostRender () |
|
boolean | TakeDamage (float Damage, integer Flags, EntityRef Source, integer DamageCountdown) |
|
boolean | HasMortalDamage () |
|
| Kill () |
| Kills the entity and makes a blood splat or gibs. More...
|
|
| Die () |
|
| Remove () |
|
| BloodExplode () |
| Explodes with gibs and blood. More...
|
|
| AddVelocity (Vector Velocity) |
|
| MultiplyFriction (float Value) |
|
| SetColor (Color Color, integer Duration, integer Priority, boolean Fadeout, boolean Share) |
|
const Color & | GetColor () |
|
| SetSpriteFrame (string AnimationName, integer FrameNum) |
|
| SetSpriteOverlayFrame (string AnimationName, integer FrameNum) |
|
| SetSize (float Size, Vector SizeMulti, integer NumGridCollisionPoints) |
|
boolean | CollidesWithGrid () |
|
boolean | IsEnemy () |
| return true for NPCs that are not controlled by the player More...
|
|
boolean | IsActiveEnemy (boolean includeDead) |
| return true for non background NPCs (ex: every enemy except fire and shopkeepers) More...
|
|
boolean | IsVulnerableEnemy () |
| return true for enemies that can be damaged More...
|
|
boolean | IsFlying () |
|
| AddEntityFlags (integer Flags) |
|
| ClearEntityFlags (integer Flags) |
|
integer | GetEntityFlags () |
|
boolean | HasEntityFlags (integer Flags) |
|
boolean | HasFullHealth () |
|
| AddHealth (float HitPoints) |
|
| AddPoison (EntityRef Source, integer Duration, float Damage) |
|
| AddFreeze (EntityRef Source, integer Duration) |
|
| AddSlowing (EntityRef Source, integer Duration, float SlowValue, Color SlowColor) |
| Makes the friction higher. More...
|
|
| AddCharmed (integer Duration) |
|
| AddConfusion (EntityRef Source, integer Duration, boolean IgnoreBosses) |
|
| AddMidasFreeze (EntityRef Source, integer Duration) |
|
| AddFear (EntityRef Source, integer Duration) |
|
| AddBurn (EntityRef Source, integer Duration, float Damage) |
|
| AddShrink (EntityRef Source, integer Duration) |
|
| RemoveStatusEffects () |
|
boolean | Exists () |
|
boolean | IsDead () |
|
boolean | IsVisible () |
|
boolean | IsInvincible () |
|
boolean | CanShutDoors () |
| enemies keep the doors shut More...
|
|
boolean | IsBoss () |
| bosses display health bar More...
|
|
BossId | GetBossID () |
|
Entity & | GetLastParent () |
|
Entity & | GetLastChild () |
|
boolean | HasCommonParentWithEntity (Entity Other) |
|
boolean | IsFrame (integer Frame, integer Offset) |
| true every X frames More...
|
|
RNG & | GetDropRNG () |
|
Sprite & | GetSprite () |
|
EntityPlayer | ToPlayer () |
|
EntityEffect | ToEffect () |
|
EntityNPC | ToNPC () |
|
EntityPickup | ToPickup () |
|
EntityFamiliar | ToFamiliar () |
|
EntityBomb | ToBomb () |
|
EntityKnife | ToKnife () |
|
EntityLaser | ToLaser () |
|
EntityTear | ToTear () |
|
EntityProjectile | ToProjectile () |
|
Shoots a projectile from the center of the familiar in the direction you defined.
If used on a familiar that shoots multiple projectiles (example: harlequin baby), this function will only return the left most projectile based on the direction.
If used on familiars with special tears (example: Lil Brimstone,...), this will just shoot a regular tear.
This function will not play the shoot animation of the familiar.