Table of Contents

Class Vulture

Namespace
Global
Assembly
Assembly-CSharp.dll
public class Vulture : AirBreatherCreature, IFlyingCreature, PhysicalObject.IHaveAppendages
Inheritance
Vulture
Implements
Inherited Members

Constructors

Vulture(AbstractCreature, World)

public Vulture(AbstractCreature abstractCreature, World world)

Parameters

abstractCreature AbstractCreature
world World

Fields

AI

public VultureAI AI

Field Value

VultureAI

LaserLight

public LightSource LaserLight

Field Value

LightSource

cantFindNewGripCounter

public int cantFindNewGripCounter

Field Value

int

controlledJawSnap

public bool controlledJawSnap

Field Value

bool

dontSwitchModesCounter

public int dontSwitchModesCounter

Field Value

int

drown

public float drown

Field Value

float

hangingInTentacle

public bool hangingInTentacle

Field Value

bool

hoverPos

public IntVector2 hoverPos

Field Value

IntVector2

hoverStill

public bool hoverStill

Field Value

bool

jawKeepOpenPause

public int jawKeepOpenPause

Field Value

int

jawOpen

public float jawOpen

Field Value

float

jawSlamPause

public int jawSlamPause

Field Value

int

jawVel

public float jawVel

Field Value

float

jetSound

public ChunkSoundEmitter jetSound

Field Value

ChunkSoundEmitter

jf

public float jf

Field Value

float

keepJawOpenPos

public float keepJawOpenPos

Field Value

float

kingTusks

public KingTusks kingTusks

Field Value

KingTusks

landingBrake

public int landingBrake

Field Value

int

landingBrakePos

public Vector2 landingBrakePos

Field Value

Vector2

laserCounter

public int laserCounter

Field Value

int

lastConnection

public MovementConnection lastConnection

Field Value

MovementConnection

lastHoverStill

public bool lastHoverStill

Field Value

bool

lastJawOpen

public float lastJawOpen

Field Value

float

mouseTilePos

public IntVector2 mouseTilePos

Field Value

IntVector2

moveDirection

public Vector2 moveDirection

Field Value

Vector2

neck

public Tentacle neck

Field Value

Tentacle

releaseGrippingTentacle

public int releaseGrippingTentacle

Field Value

int

snapAt

public BodyChunk snapAt

Field Value

BodyChunk

snapAtPos

public Vector2 snapAtPos

Field Value

Vector2

snapFrames

public int snapFrames

Field Value

int

stuck

public int stuck

Field Value

int

stuckShake

public int stuckShake

Field Value

int

stuckShakeDuration

public int stuckShakeDuration

Field Value

int

temporarilyAllowInForbiddenTiles

public bool temporarilyAllowInForbiddenTiles

Field Value

bool

tentacles

public VultureTentacle[] tentacles

Field Value

VultureTentacle[]

thrusters

public Vulture.VultureThruster[] thrusters

Field Value

VultureThruster[]

timeSinceLastTakeoff

public int timeSinceLastTakeoff

Field Value

int

tuskCharge

public float tuskCharge

Field Value

float

tuskChargeSound

public ChunkSoundEmitter tuskChargeSound

Field Value

ChunkSoundEmitter

wingFlap

public float wingFlap

Field Value

float

wingFlapAmplitude

public float wingFlapAmplitude

Field Value

float

Properties

AirBorne

public bool AirBorne { get; }

Property Value

bool

ChargingSnap

public bool ChargingSnap { get; }

Property Value

bool

DangerPos

public override Vector2 DangerPos { get; }

Property Value

Vector2

IsKing

public bool IsKing { get; }

Property Value

bool

IsMiros

public bool IsMiros { get; }

Property Value

bool

MostlyConsious

public bool MostlyConsious { get; }

Property Value

bool

Snapping

public bool Snapping { get; }

Property Value

bool

TusksStuck

public float TusksStuck { get; }

Property Value

float

VisionPoint

public override Vector2 VisionPoint { get; }

Property Value

Vector2

jetFuel

public float jetFuel { get; set; }

Property Value

float

Methods

AccessSkyGate(WorldCoordinate, WorldCoordinate)

public void AccessSkyGate(WorldCoordinate start, WorldCoordinate dest)

Parameters

start WorldCoordinate
dest WorldCoordinate

Act(bool)

public void Act(bool eu)

Parameters

eu bool

AirBrake(int)

public void AirBrake(int frames)

Parameters

frames int

AppendagePosition(int, int)

public Vector2 AppendagePosition(int appendage, int segment)

Parameters

appendage int
segment int

Returns

Vector2

ApplyForceOnAppendage(Pos, Vector2)

public void ApplyForceOnAppendage(PhysicalObject.Appendage.Pos pos, Vector2 momentum)

Parameters

pos PhysicalObject.Appendage.Pos
momentum Vector2

Carry()

public void Carry()

CheckFlip()

public void CheckFlip()

CheckTentacleModeAnd(Mode)

public bool CheckTentacleModeAnd(VultureTentacle.Mode mode)

Parameters

mode VultureTentacle.Mode

Returns

bool

CheckTentacleModeOr(Mode)

public bool CheckTentacleModeOr(VultureTentacle.Mode mode)

Parameters

mode VultureTentacle.Mode

Returns

bool

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()

DropMask(Vector2)

public void DropMask(Vector2 violenceDir)

Parameters

violenceDir Vector2

FireLaser()

public void FireLaser()

Head()

public BodyChunk Head()

Returns

BodyChunk

InitiateGraphicsModule()

public override void InitiateGraphicsModule()

JawSlamShut()

public void JawSlamShut()

LaserExplosion()

public void LaserExplosion()

NewRoom(Room)

public override void NewRoom(Room room)

Parameters

room Room

PlaceInRoom(Room)

public override void PlaceInRoom(Room placeRoom)

Parameters

placeRoom Room

ShortCutColor()

public override Color ShortCutColor()

Returns

Color

Snap(BodyChunk)

public void Snap(BodyChunk snapAt)

Parameters

snapAt BodyChunk

SnapTowards(Vector2)

public void SnapTowards(Vector2 pos)

Parameters

pos Vector2

SpawnFlyingCreature(WorldCoordinate)

public void SpawnFlyingCreature(WorldCoordinate coord)

Parameters

coord WorldCoordinate

SpearStick(Weapon, float, BodyChunk, Pos, Vector2)

public override bool SpearStick(Weapon source, float dmg, BodyChunk chunk, PhysicalObject.Appendage.Pos appPos, Vector2 direction)

Parameters

source Weapon
dmg float
chunk BodyChunk
appPos PhysicalObject.Appendage.Pos
direction Vector2

Returns

bool

SpitOutOfShortCut(IntVector2, Room, bool)

public override void SpitOutOfShortCut(IntVector2 pos, Room newRoom, bool spitOutAllSticks)

Parameters

pos IntVector2
newRoom Room
spitOutAllSticks bool

StuckBehavior()

public void StuckBehavior()

Stun(int)

public override void Stun(int st)

Parameters

st int

TakeOff()

public void TakeOff()

TentacleMaxReleaseInd()

public int TentacleMaxReleaseInd()

Returns

int

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

UpdateNeck()

public void UpdateNeck()

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

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

Parameters

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

WaterBehavior()

public void WaterBehavior()

isLaserActive()

public bool isLaserActive()

Returns

bool