Table of Contents

Class ScavengerBomb

Namespace
Global
Assembly
Assembly-CSharp.dll
public class ScavengerBomb : Weapon, IDrawable, SharedPhysics.IProjectileTracer, IProvideWarmth
Inheritance
ScavengerBomb
Implements
Inherited Members

Constructors

ScavengerBomb(AbstractPhysicalObject, World)

public ScavengerBomb(AbstractPhysicalObject abstractPhysicalObject, World world)

Parameters

abstractPhysicalObject AbstractPhysicalObject
world World

Fields

burn

public float burn

Field Value

float

explodeColor

public Color explodeColor

Field Value

Color

explosionIsForShow

public bool explosionIsForShow

Field Value

bool

ignited

public bool ignited

Field Value

bool

smoke

public BombSmoke smoke

Field Value

BombSmoke

spikes

public float[] spikes

Field Value

float[]

Properties

HeavyWeapon

public override bool HeavyWeapon { get; }

Property Value

bool

Methods

ApplyPalette(SpriteLeaser, RoomCamera, RoomPalette)

public override void ApplyPalette(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, RoomPalette palette)

Parameters

sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
palette RoomPalette

DrawSprites(SpriteLeaser, RoomCamera, float, Vector2)

public override void DrawSprites(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, float timeStacker, Vector2 camPos)

Parameters

sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
timeStacker float
camPos Vector2

Explode(BodyChunk)

public void Explode(BodyChunk hitChunk)

Parameters

hitChunk BodyChunk

HitByExplosion(float, Explosion, int)

public override void HitByExplosion(float hitFac, Explosion explosion, int hitChunk)

Parameters

hitFac float
explosion Explosion
hitChunk int

HitByWeapon(Weapon)

public override void HitByWeapon(Weapon weapon)

Parameters

weapon Weapon

HitSomething(CollisionResult, bool)

public override bool HitSomething(SharedPhysics.CollisionResult result, bool eu)

Parameters

result SharedPhysics.CollisionResult
eu bool

Returns

bool

InitiateBurn()

public void InitiateBurn()

InitiateSprites(SpriteLeaser, RoomCamera)

public override void InitiateSprites(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam)

Parameters

sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera

PickedUp(Creature)

public override void PickedUp(Creature upPicker)

Parameters

upPicker Creature

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

Thrown(Creature, Vector2, Vector2?, IntVector2, float, bool)

public override void Thrown(Creature thrownBy, Vector2 thrownPos, Vector2? firstFrameTraceFromPos, IntVector2 throwDir, float frc, bool eu)

Parameters

thrownBy Creature
thrownPos Vector2
firstFrameTraceFromPos Vector2?
throwDir IntVector2
frc float
eu bool

Update(bool)

public override void Update(bool eu)

Parameters

eu bool

UpdateColor(SpriteLeaser, Color)

public void UpdateColor(RoomCamera.SpriteLeaser sLeaser, Color col)

Parameters

sLeaser RoomCamera.SpriteLeaser
col Color

WeaponDeflect(Vector2, Vector2, float)

public override void WeaponDeflect(Vector2 inbetweenPos, Vector2 deflectDir, float bounceSpeed)

Parameters

inbetweenPos Vector2
deflectDir Vector2
bounceSpeed float