Table of Contents

Class Deer

Namespace
Global
Assembly
Assembly-CSharp.dll
public class Deer : Creature
Inheritance
Deer
Inherited Members

Constructors

Deer(AbstractCreature, World)

public Deer(AbstractCreature abstractCreature, World world)

Parameters

abstractCreature AbstractCreature
world World

Fields

AI

public DeerAI AI

Field Value

DeerAI

bodDir

public Vector2 bodDir

Field Value

Vector2

controlledRoarCounter

public int controlledRoarCounter

Field Value

int

eatCounter

public int eatCounter

Field Value

int

eatObject

public PhysicalObject eatObject

Field Value

PhysicalObject

enterRoomForcePush

public float enterRoomForcePush

Field Value

float

flipDir

public float flipDir

Field Value

float

heldBackByLeg

public bool heldBackByLeg

Field Value

bool

hesistCounter

public int hesistCounter

Field Value

int

iVars

public Deer.IndividualVariations iVars

Field Value

Deer.IndividualVariations

lastControlX

public float lastControlX

Field Value

float

legs

public DeerTentacle[] legs

Field Value

DeerTentacle[]

legsGrabbing

public int legsGrabbing

Field Value

int

moveDirection

public Vector2 moveDirection

Field Value

Vector2

nextFloorHeight

public float nextFloorHeight

Field Value

float

playersInAntlers

public List<Deer.PlayerInAntlers> playersInAntlers

Field Value

List<Deer.PlayerInAntlers>

preferredHeight

public float preferredHeight

Field Value

float

resting

public float resting

Field Value

float

stayStill

public bool stayStill

Field Value

bool

violenceReaction

public int violenceReaction

Field Value

int

wormGrassBelow

public bool wormGrassBelow

Field Value

bool

Properties

CloseToEdge

public float CloseToEdge { get; }

Property Value

float

GetUnstuckForce

public float GetUnstuckForce { get; }

Property Value

float

HeadDir

public Vector2 HeadDir { get; }

Property Value

Vector2

Hierarchy

public float Hierarchy { get; }

Property Value

float

Kneeling

public bool Kneeling { get; }

Property Value

bool

antlers

public BodyChunk antlers { get; }

Property Value

BodyChunk

Methods

AccessSideSpace(WorldCoordinate, WorldCoordinate)

public void AccessSideSpace(WorldCoordinate start, WorldCoordinate dest)

Parameters

start WorldCoordinate
dest WorldCoordinate

Act(bool, float, float)

public void Act(bool eu, float support, float forwardPower)

Parameters

eu bool
support float
forwardPower float

Collide(PhysicalObject, int, int)

public override void Collide(PhysicalObject otherObject, int myChunk, int otherChunk)

Parameters

otherObject PhysicalObject
myChunk int
otherChunk int

Die()

public override void Die()

EatObject(PhysicalObject)

public void EatObject(PhysicalObject obj)

Parameters

obj PhysicalObject

GenerateIVars()

public void GenerateIVars()

InitiateGraphicsModule()

public override void InitiateGraphicsModule()

NewRoom(Room)

public override void NewRoom(Room newRoom)

Parameters

newRoom Room

ShortCutColor()

public override Color ShortCutColor()

Returns

Color

TerrainImpact(int, IntVector2, float, bool)

public override void TerrainImpact(int chunk, IntVector2 direction, float speed, bool firstContact)

Parameters

chunk int
direction IntVector2
speed float
firstContact bool

Update(bool)

public override void Update(bool eu)

Parameters

eu bool

Violence(BodyChunk, Vector2?, BodyChunk, Pos, DamageType, float, float)

public override void Violence(BodyChunk source, Vector2? directionAndMomentum, BodyChunk hitChunk, PhysicalObject.Appendage.Pos hitAppendage, Creature.DamageType type, float damage, float stunBonus)

Parameters

source BodyChunk
directionAndMomentum Vector2?
hitChunk BodyChunk
hitAppendage PhysicalObject.Appendage.Pos
type Creature.DamageType
damage float
stunBonus float