Class "EntityEffect"⚓︎
Class Diagram⚓︎
classDiagram
class Entity:::diagramCurrentPage
class EntityBomb
class EntityEffect
class EntityFamiliar
class EntityKnife
class EntityLaser
class EntityNPC
class EntityPickup
class EntityPlayer
class EntityProjectile
class EntityTear
Entity <|-- EntityBomb
Entity <|-- EntityEffect
Entity <|-- EntityFamiliar
Entity <|-- EntityKnife
Entity <|-- EntityLaser
Entity <|-- EntityNPC
Entity <|-- EntityPickup
Entity <|-- EntityPlayer
Entity <|-- EntityProjectile
Entity <|-- EntityTear
link Entity "Entity.html" "Go to page for 'Entity' class"
link EntityBomb "EntityBomb.html" "Go to page for 'EntityBomb' class"
link EntityEffect "EntityEffect.html" "Go to page for 'EntityEffect' class"
link EntityFamiliar "EntityFamiliar.html" "Go to page for 'EntityFamiliar' class"
link EntityKnife "EntityKnife.html" "Go to page for 'EntityKnife' class"
link EntityLaser "EntityLaser.html" "Go to page for 'EntityLaser' class"
link EntityNPC "EntityNPC.html" "Go to page for 'EntityNPC' class"
link EntityPickup "EntityPickup.html" "Go to page for 'EntityPickup' class"
link EntityPlayer "EntityPlayer.html" "Go to page for 'EntityPlayer' class"
link EntityProjectile "EntityProjectile.html" "Go to page for 'EntityProjectile' class"
link EntityTear "EntityTear.html" "Go to page for 'EntityTear' class"
Functions⚓︎
Follow·Parent ()⚓︎
void FollowParent ( Entity Parent )⚓︎
Is·Player·Creep ()⚓︎
static boolean IsPlayerCreep ( int Variant )⚓︎
Set·Damage·Source ()⚓︎
void SetDamageSource ( EntityType DamageSource )⚓︎
Set·Radii ()⚓︎
void SetRadii ( float min, float max )⚓︎
For shockwaves.
Set·Timeout ()⚓︎
void SetTimeout ( int Timeout )⚓︎
Variables⚓︎
Damage·Source⚓︎
int DamageSource⚓︎
Falling·Acceleration⚓︎
float FallingAcceleration⚓︎
Falling·Speed⚓︎
float FallingSpeed⚓︎
Is·Following⚓︎
boolean IsFollowing⚓︎
Life·Span⚓︎
int LifeSpan⚓︎
m_Height⚓︎
float m_Height⚓︎
for particles .dy
Max·Radius⚓︎
float MaxRadius⚓︎
Min·Radius⚓︎
float MinRadius⚓︎
For shockwaves.
Parent·Offset⚓︎
Vector ParentOffset⚓︎
probably obsolete soon, in favor of m_SpriteOffset
Rotation⚓︎
float Rotation⚓︎
Scale⚓︎
float Scale⚓︎
State⚓︎
int State⚓︎
state var, may be used ad lib initialized to 0 in Init()
Timeout⚓︎
int Timeout⚓︎
This is decremented on every frame, even for custom effects. Custom effects have this value initialized to -1.
Last update:
January 21, 2023