Class Weapon
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
public abstract class Weapon : PlayerCarryableItem, IDrawable, SharedPhysics.IProjectileTracer
- Inheritance
-
Weapon
- Implements
-
- Derived
-
- Inherited Members
-
Constructors
Weapon(AbstractPhysicalObject, World)
public Weapon(AbstractPhysicalObject abstractPhysicalObject, World world)
Parameters
abstractPhysicalObject AbstractPhysicalObject
world World
Fields
changeDirCounter
public int changeDirCounter
Field Value
- int
closestCritDist
public float closestCritDist
Field Value
- float
doNotTumbleAtLowSpeed
public bool doNotTumbleAtLowSpeed
Field Value
- bool
exitThrownModeSpeed
public float exitThrownModeSpeed
Field Value
- float
firstFrameTraceFromPos
public Vector2? firstFrameTraceFromPos
Field Value
- Vector2?
floorBounceFrames
public int floorBounceFrames
Field Value
- int
inFrontOfObjects
public int inFrontOfObjects
Field Value
- int
lastMode
public Weapon.Mode lastMode
Field Value
- Weapon.Mode
lastRotation
public Vector2 lastRotation
Field Value
- Vector2
meleeHitChunk
public BodyChunk meleeHitChunk
Field Value
- BodyChunk
overrideExitThrownSpeed
public float overrideExitThrownSpeed
Field Value
- float
rotation
Field Value
- Vector2
rotationSpeed
public float rotationSpeed
Field Value
- float
setRotation
public Vector2? setRotation
Field Value
- Vector2?
soundLoop
public DynamicSoundLoop soundLoop
Field Value
- DynamicSoundLoop
tailPos
Field Value
- Vector2
throwDir
public IntVector2 throwDir
Field Value
- IntVector2
throwModeFrames
public int throwModeFrames
Field Value
- int
thrownBy
Field Value
- Creature
thrownClosestToCreature
public Creature thrownClosestToCreature
Field Value
- Creature
thrownPos
Field Value
- Vector2
vibrate
Field Value
- int
Properties
DefaultCollLayer
public virtual int DefaultCollLayer { get; }
Property Value
- int
HeavyWeapon
public virtual bool HeavyWeapon { get; }
Property Value
- bool
mode
public Weapon.Mode mode { get; set; }
Property Value
- Weapon.Mode
Methods
AddToContainer(SpriteLeaser, RoomCamera, FContainer)
public virtual void AddToContainer(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, FContainer newContatiner)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
newContatiner FContainer
ApplyPalette(SpriteLeaser, RoomCamera, RoomPalette)
public virtual void ApplyPalette(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, RoomPalette palette)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
palette RoomPalette
ChangeMode(Mode)
public virtual void ChangeMode(Weapon.Mode newMode)
Parameters
newMode Weapon.Mode
ChangeOverlap(bool)
public void ChangeOverlap(bool newOverlap)
Parameters
newOverlap bool
DrawSprites(SpriteLeaser, RoomCamera, float, Vector2)
public virtual void DrawSprites(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, float timeStacker, Vector2 camPos)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
timeStacker float
camPos Vector2
Grabbed(Grasp)
public override void Grabbed(Creature.Grasp grasp)
Parameters
grasp Creature.Grasp
HitAnotherThrownWeapon(Weapon)
public void HitAnotherThrownWeapon(Weapon obj)
Parameters
obj Weapon
HitSomething(CollisionResult, bool)
public virtual bool HitSomething(SharedPhysics.CollisionResult result, bool eu)
Parameters
result SharedPhysics.CollisionResult
eu bool
Returns
- bool
HitSomethingWithoutStopping(PhysicalObject, BodyChunk, Appendage)
public virtual void HitSomethingWithoutStopping(PhysicalObject obj, BodyChunk chunk, PhysicalObject.Appendage appendage)
Parameters
obj PhysicalObject
chunk BodyChunk
appendage PhysicalObject.Appendage
HitThisChunk(BodyChunk)
public bool HitThisChunk(BodyChunk chunk)
Parameters
chunk BodyChunk
Returns
- bool
HitThisObject(PhysicalObject)
public bool HitThisObject(PhysicalObject obj)
Parameters
obj PhysicalObject
Returns
- bool
HitWall()
public virtual void HitWall()
InitiateSprites(SpriteLeaser, RoomCamera)
public virtual void InitiateSprites(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
NewRoom(Room)
public override void NewRoom(Room newRoom)
Parameters
newRoom Room
PlaceInRoom(Room)
public override void PlaceInRoom(Room placeRoom)
Parameters
placeRoom Room
SetRandomSpin()
public virtual void SetRandomSpin()
Shoot(Creature, Vector2, Vector2, float, bool)
public virtual void Shoot(Creature shotBy, Vector2 thrownPos, Vector2 throwDir, float force, bool eu)
Parameters
shotBy Creature
thrownPos Vector2
throwDir Vector2
force float
eu bool
Thrown(Creature, Vector2, Vector2?, IntVector2, float, bool)
public virtual 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
WeaponDeflect(Vector2, Vector2, float)
public virtual void WeaponDeflect(Vector2 inbetweenPos, Vector2 deflectDir, float bounceSpeed)
Parameters
inbetweenPos Vector2
deflectDir Vector2
bounceSpeed float
setPosAndTail(Vector2)
public void setPosAndTail(Vector2 pos)
Parameters
pos Vector2