1using Microsoft.Xna.Framework.Graphics;
29 public virtual bool Autoload(ref
string name) {
42 public virtual bool KillSound(
int i,
int j,
int type) {
49 public virtual void NumDust(
int i,
int j,
int type,
bool fail, ref
int num) {
55 public virtual bool CreateDust(
int i,
int j,
int type, ref
int dustType) {
62 public virtual bool Drop(
int i,
int j,
int type, ref
int dropType) {
69 public virtual void KillWall(
int i,
int j,
int type, ref
bool fail) {
82 public virtual void ModifyLight(
int i,
int j,
int type, ref
float r, ref
float g, ref
float b) {
94 public virtual bool PreDraw(
int i,
int j,
int type, SpriteBatch spriteBatch) {
101 public virtual void PostDraw(
int i,
int j,
int type, SpriteBatch spriteBatch) {
This class allows you to modify the behavior of any wall in the game (although admittedly walls don't...
string Name
The name of this GlobalWall instance.
Mod mod
The mod to which this GlobalWall belongs.
virtual void NumDust(int i, int j, int type, bool fail, ref int num)
Allows you to change how many dust particles are created when the wall at the given coordinates is hi...
virtual void RandomUpdate(int i, int j, int type)
Called for every wall the world randomly decides to update in a given tick. Useful for things such as...
virtual bool CanExplode(int i, int j, int type)
Whether or not the wall at the given coordinates can be killed by an explosion (ie....
virtual void PlaceInWorld(int i, int j, int type, Item item)
Called after this wall type was placed in the world by way of the item provided.
virtual void SetDefaults()
Allows you to modify the properties of any wall in the game. Most properties are stored as arrays thr...
virtual void KillWall(int i, int j, int type, ref bool fail)
Allows you to determine what happens when the wall at the given coordinates is killed or hit with a h...
virtual bool Autoload(ref string name)
Allows you to automatically load a GlobalWall instead of using Mod.AddGlobalWall. Return true to allo...
virtual bool PreDraw(int i, int j, int type, SpriteBatch spriteBatch)
Allows you to draw things behind the wall at the given coordinates. Return false to stop the game fro...
virtual bool KillSound(int i, int j, int type)
Allows you to customize which sound you want to play when the wall at the given coordinates is hit....
virtual bool Drop(int i, int j, int type, ref int dropType)
Allows you to customize which items the wall at the given coordinates drops. Return false to stop the...
virtual bool CreateDust(int i, int j, int type, ref int dustType)
Allows you to modify the default type of dust created when the wall at the given coordinates is hit....
virtual void ModifyLight(int i, int j, int type, ref float r, ref float g, ref float b)
Allows you to determine how much light the wall emits. This can also let you light up the block in fr...
virtual void PostDraw(int i, int j, int type, SpriteBatch spriteBatch)
Allows you to draw things in front of the wall at the given coordinates.
Mod is an abstract class that you will override. It serves as a central place from which the mod's co...
bool Autoload
Whether or not this mod will autoload content by default. Autoloading content means you do not need t...