Table of Contents

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

public Vector2 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

public Vector2 tailPos

Field Value

Vector2

throwDir

public IntVector2 throwDir

Field Value

IntVector2

throwModeFrames

public int throwModeFrames

Field Value

int

thrownBy

public Creature thrownBy

Field Value

Creature

thrownClosestToCreature

public Creature thrownClosestToCreature

Field Value

Creature

thrownPos

public Vector2 thrownPos

Field Value

Vector2

vibrate

public int 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

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