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| AddHeight (float Value) |
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| AddFallingSpeed (float Value) |
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| AddFallingAccel (float Value) |
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| AddChangeFlags (integer Flags) |
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| AddScale (float Value) |
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| AddProjectileFlags (integer Flags) |
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table | GetData () |
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| Update () |
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| Render (Vector Offset) |
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boolean | RenderShadowLayer (Vector Offset) |
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| PostRender () |
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boolean | TakeDamage (float Damage, integer Flags, EntityRef Source, integer DamageCountdown) |
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boolean | HasMortalDamage () |
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| Kill () |
| Kills the entity and makes a blood splat or gibs. More...
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| Die () |
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| Remove () |
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| BloodExplode () |
| Explodes with gibs and blood. More...
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| AddVelocity (Vector Velocity) |
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| MultiplyFriction (float Value) |
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| SetColor (Color Color, integer Duration, integer Priority, boolean Fadeout, boolean Share) |
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const Color & | GetColor () |
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| SetSpriteFrame (string AnimationName, integer FrameNum) |
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| SetSpriteOverlayFrame (string AnimationName, integer FrameNum) |
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| SetSize (float Size, Vector SizeMulti, integer NumGridCollisionPoints) |
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boolean | CollidesWithGrid () |
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boolean | IsEnemy () |
| return true for NPCs that are not controlled by the player More...
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boolean | IsActiveEnemy (boolean includeDead) |
| return true for non background NPCs (ex: every enemy except fire and shopkeepers) More...
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boolean | IsVulnerableEnemy () |
| return true for enemies that can be damaged More...
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boolean | IsFlying () |
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| AddEntityFlags (integer Flags) |
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| ClearEntityFlags (integer Flags) |
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integer | GetEntityFlags () |
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boolean | HasEntityFlags (integer Flags) |
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boolean | HasFullHealth () |
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| AddHealth (float HitPoints) |
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| AddPoison (EntityRef Source, integer Duration, float Damage) |
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| AddFreeze (EntityRef Source, integer Duration) |
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| AddSlowing (EntityRef Source, integer Duration, float SlowValue, Color SlowColor) |
| Makes the friction higher. More...
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| AddCharmed (integer Duration) |
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| AddConfusion (EntityRef Source, integer Duration, boolean IgnoreBosses) |
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| AddMidasFreeze (EntityRef Source, integer Duration) |
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| AddFear (EntityRef Source, integer Duration) |
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| AddBurn (EntityRef Source, integer Duration, float Damage) |
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| AddShrink (EntityRef Source, integer Duration) |
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| RemoveStatusEffects () |
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boolean | Exists () |
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boolean | IsDead () |
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boolean | IsVisible () |
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boolean | IsInvincible () |
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boolean | CanShutDoors () |
| enemies keep the doors shut More...
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boolean | IsBoss () |
| bosses display health bar More...
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BossId | GetBossID () |
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Entity & | GetLastParent () |
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Entity & | GetLastChild () |
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boolean | HasCommonParentWithEntity (Entity Other) |
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boolean | IsFrame (integer Frame, integer Offset) |
| true every X frames More...
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RNG & | GetDropRNG () |
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Sprite & | GetSprite () |
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EntityPlayer | ToPlayer () |
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EntityEffect | ToEffect () |
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EntityNPC | ToNPC () |
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EntityPickup | ToPickup () |
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EntityFamiliar | ToFamiliar () |
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EntityBomb | ToBomb () |
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EntityKnife | ToKnife () |
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EntityLaser | ToLaser () |
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EntityTear | ToTear () |
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EntityProjectile | ToProjectile () |
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integer EntityProjectile::ChangeTimeout |
Number of frames that need to elapse after spawn till the "Changed" state is activated.
The ProjectileFlags CHANGE_FLAGS_AFTER_TIMEOUT or CHANGE_VELOCITY_AFTER_TIMEOUT need to be set to allow for this change to apply!
Informations about "Changed" State:
Projectiles can have two states: normal (default) and changed.
Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.
Also used in: ProjectileParams()
float EntityProjectile::ChangeVelocity |
Velocity value that gets applied when the "Changed" state is activated.
The ProjectileFlag CHANGE_VELOCITY_AFTER_TIMEOUT need to be set to allow for this change to apply!
Informations about "Changed" State:
Projectiles can have two states: normal (default) and changed.
Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.
Also used in: ProjectileParams()