tModLoader v0.11.8.9
A mod to make and play Terraria mods
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This class serves as a place for you to place all your properties and hooks for each projectile. Create instances of ModProjectile (preferably overriding this class) to pass as parameters to Mod.AddProjectile. More...
Public Member Functions | |
ModProjectile () | |
virtual void | AI () |
Allows you to determine how this projectile behaves. This will only be called if PreAI returns true. More... | |
virtual bool | Autoload (ref string name) |
Allows you to automatically load a projectile instead of using Mod.AddProjectile. Return true to allow autoloading; by default returns the mod's autoload property. Name is initialized to the overriding class name. Use this method to either force or stop an autoload, or to change the default internal name. More... | |
virtual void | AutoStaticDefaults () |
Automatically sets certain static defaults. Override this if you do not want the properties to be set for you. More... | |
virtual ? bool | CanCutTiles () |
Return true or false to specify if the projectile can cut tiles, like vines. Return null for vanilla decision. More... | |
virtual bool | CanDamage () |
Whether or not this projectile is capable of killing tiles (such as grass) and damaging NPCs/players. Return false to prevent it from doing any sort of damage. Returns true by default. More... | |
virtual ? bool | CanHitNPC (NPC target) |
Allows you to determine whether this projectile can hit the given NPC. Return true to allow hitting the target, return false to block this projectile from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default. More... | |
virtual bool | CanHitPlayer (Player target) |
Allows you to determine whether this hostile projectile can hit the given player. Return false to block this projectile from hitting the target. Returns true by default. More... | |
virtual bool | CanHitPvp (Player target) |
Allows you to determine whether this projectile can hit the given opponent player. Return false to block this projectile from hitting the target. Returns true by default. More... | |
virtual ? bool | CanUseGrapple (Player player) |
This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc. More... | |
virtual ModProjectile | Clone () |
Returns a clone of this ModProjectile. Allows you to decide which fields of your ModProjectile class are copied over when a new Projectile is created. By default this will return a memberwise clone; you will want to override this if your ModProjectile contains object references. Only called if CloneNewInstances is set to true. More... | |
virtual ? bool | Colliding (Rectangle projHitbox, Rectangle targetHitbox) |
Allows you to use custom collision detection between this projectile and a player or NPC that this projectile can damage. Useful for things like diagonal lasers, projectiles that leave a trail behind them, etc. More... | |
virtual void | CutTiles () |
Code ran when the projectile cuts tiles. Only runs if CanCutTiles() returns true. Useful when programming lasers and such. More... | |
virtual void | DrawBehind (int index, List< int > drawCacheProjsBehindNPCsAndTiles, List< int > drawCacheProjsBehindNPCs, List< int > drawCacheProjsBehindProjectiles, List< int > drawCacheProjsOverWiresUI) |
When used in conjunction with "projectile.hide = true", allows you to specify that this projectile should be drawn behind certain elements. Add the index to one and only one of the lists. For example, the Nebula Arcanum projectile draws behind NPCs and tiles. More... | |
virtual ? Color | GetAlpha (Color lightColor) |
Allows you to determine the color and transparency in which this projectile is drawn. Return null to use the default color (normally light and buff color). Returns null by default. More... | |
virtual void | GrapplePullSpeed (Player player, ref float speed) |
The speed at which the grapple pulls the player after hitting something. Defaults to 11, but the Bat Hook uses 16. More... | |
virtual float | GrappleRange () |
How far away this grappling hook can travel away from its player before it retracts. More... | |
virtual void | GrappleRetreatSpeed (Player player, ref float speed) |
The speed at which the grapple retreats back to the player after not hitting anything. Defaults to 11, but vanilla hooks go up to 24. More... | |
virtual void | GrappleTargetPoint (Player player, ref float grappleX, ref float grappleY) |
The location that the grappling hook pulls the player to. Defaults to the center of the hook projectile. More... | |
virtual void | Kill (int timeLeft) |
Allows you to control what happens when this projectile is killed (for example, creating dust or making sounds). Also useful for creating retrievable ammo. Called on all clients and the server in multiplayer, so be sure to use if (projectile.owner == Main.myPlayer) if you are spawning retrievable ammo. (As seen in ExampleJavelinProjectile) More... | |
virtual bool | MinionContactDamage () |
Whether or not this minion can damage NPCs by touching them. Returns false by default. Note that this will only be used if this projectile is considered a pet. More... | |
virtual void | ModifyDamageHitbox (ref Rectangle hitbox) |
Allows you to change the hitbox used by this projectile for damaging players and NPCs. More... | |
virtual void | ModifyHitNPC (NPC target, ref int damage, ref float knockback, ref bool crit, ref int hitDirection) |
Allows you to modify the damage, knockback, etc., that this projectile does to an NPC. This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server. More... | |
virtual void | ModifyHitPlayer (Player target, ref int damage, ref bool crit) |
Allows you to modify the damage, etc., that this hostile projectile does to a player. More... | |
virtual void | ModifyHitPvp (Player target, ref int damage, ref bool crit) |
Allows you to modify the damage, etc., that this projectile does to an opponent player. More... | |
virtual ModProjectile | NewInstance (Projectile projectileClone) |
Create a new instance of this ModProjectile for a Projectile instance. Called at the end of Projectile.SetDefaults. If CloneNewInstances is true, just calls Clone() Otherwise calls the default constructor and copies fields More... | |
virtual void | NumGrappleHooks (Player player, ref int numHooks) |
How many of this type of grappling hook the given player can latch onto blocks before the hooks start disappearing. Change the numHooks parameter to determine this; by default it will be 3. More... | |
virtual void | OnHitNPC (NPC target, int damage, float knockback, bool crit) |
Allows you to create special effects when this projectile hits an NPC (for example, inflicting debuffs). This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server. More... | |
virtual void | OnHitPlayer (Player target, int damage, bool crit) |
Allows you to create special effects when this hostile projectile hits a player. More... | |
virtual void | OnHitPvp (Player target, int damage, bool crit) |
Allows you to create special effects when this projectile hits an opponent player. More... | |
virtual bool | OnTileCollide (Vector2 oldVelocity) |
Allows you to determine what happens when this projectile collides with a tile. OldVelocity is the velocity before tile collision. The velocity that takes tile collision into account can be found with projectile.velocity. Return true to allow the vanilla tile collision code to take place (which normally kills the projectile). Returns true by default. More... | |
virtual void | PostAI () |
Allows you to determine how this projectile behaves. This will be called regardless of what PreAI returns. More... | |
virtual void | PostDraw (SpriteBatch spriteBatch, Color lightColor) |
Allows you to draw things in front of a projectile. This method is called even if PreDraw returns false. More... | |
virtual bool | PreAI () |
Allows you to determine how this projectile behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default. More... | |
virtual bool | PreDraw (SpriteBatch spriteBatch, Color lightColor) |
Allows you to draw things behind this projectile, or to modify the way this projectile is drawn. Return false to stop the game from drawing the projectile (useful if you're manually drawing the projectile). Returns true by default. More... | |
virtual bool | PreDrawExtras (SpriteBatch spriteBatch) |
Allows you to draw things behind this projectile. Returns false to stop the game from drawing extras textures related to the projectile (for example, the chains for grappling hooks), useful if you're manually drawing the extras. Returns true by default. More... | |
virtual bool | PreKill (int timeLeft) |
Allows you to determine whether the vanilla code for Kill and the Kill hook will be called. Return false to stop them from being called. Returns true by default. Note that this does not stop the projectile from dying. More... | |
virtual void | ReceiveExtraAI (BinaryReader reader) |
Use this to receive information that was sent in SendExtraAI. More... | |
virtual void | SendExtraAI (BinaryWriter writer) |
If you are storing AI information outside of the projectile.ai array, use this to send that AI information between clients and servers. More... | |
virtual void | SetDefaults () |
Allows you to set all your projectile's properties, such as width, damage, aiStyle, penetrate, etc. More... | |
virtual void | SetStaticDefaults () |
Allows you to set all your projectile's static properties, such as names/translations and the arrays in ProjectileID.Sets. More... | |
virtual bool | ShouldUpdatePosition () |
Whether or not this projectile should update its position based on factors such as its velocity, whether it is in liquid, etc. Return false to make its velocity have no effect on its position. Returns true by default. More... | |
virtual ? bool | SingleGrappleHook (Player player) |
Whether or not a grappling hook can only have one hook per player in the world at a time. Return null to use the vanilla code. Returns null by default. More... | |
virtual bool | TileCollideStyle (ref int width, ref int height, ref bool fallThrough) |
Allows you to determine how this projectile interacts with tiles. Width and height determine the projectile's hitbox for tile collision, and default to -1. Leave them as -1 to use the projectile's real size. Fallthrough determines whether the projectile can fall through platforms, etc., and defaults to true. More... | |
virtual void | UseGrapple (Player player, ref int type) |
This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc. More... | |
Public Attributes | |
int | aiType = 0 |
Determines which type of vanilla projectile this ModProjectile will copy the behavior (AI) of. Leave as 0 to not copy any behavior. Defaults to 0. More... | |
int | cooldownSlot = -1 |
Determines which of the player's cooldown counters to use (-1, 0, or 1) when this projectile damages it. Defaults to -1. More... | |
bool | drawHeldProjInFrontOfHeldItemAndArms = false |
If this projectile is held by the player, determines whether it is drawn in front of or behind the player's arms. Defaults to false. More... | |
int | drawOffsetX = 0 |
How far to the right of its position this projectile should be drawn. Defaults to 0. More... | |
float | drawOriginOffsetX = 0f |
The horizontal origin offset from the projectile's center when it is drawn. More... | |
int | drawOriginOffsetY = 0 |
The vertical origin offset from the projectile's center when it is drawn. The origin is essentially the point of rotation. This field will also determine the vertical drawing offset of the projectile. More... | |
Properties | |
virtual bool | CloneNewInstances [get] |
Whether instances of this ModProjectile are created through a memberwise clone or its constructor. Defaults to false. More... | |
ModTranslation | DisplayName [get, set] |
The translations for the display name of this projectile. More... | |
virtual string | GlowTexture [get] |
The file name of this projectile's glow texture file in the mod loader's file space. If it does not exist it is ignored. More... | |
Mod | mod [get, set] |
The mod object that this ModProjectile originates from. More... | |
string | Name [get, set] |
The internal name of this ModProjectile. More... | |
Projectile | projectile [get, set] |
The projectile object that this ModProjectile controls. More... | |
virtual string | Texture [get] |
The file name of this projectile's texture file in the mod loader's file space. More... | |
This class serves as a place for you to place all your properties and hooks for each projectile. Create instances of ModProjectile (preferably overriding this class) to pass as parameters to Mod.AddProjectile.
Definition at line 13 of file ModProjectile.cs.
Terraria.ModLoader.ModProjectile.ModProjectile | ( | ) |
Definition at line 91 of file ModProjectile.cs.
References Terraria.ModLoader.ModProjectile.projectile.
Referenced by Terraria.ModLoader.ModProjectile.NewInstance().
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Allows you to determine how this projectile behaves. This will only be called if PreAI returns true.
Definition at line 182 of file ModProjectile.cs.
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Allows you to automatically load a projectile instead of using Mod.AddProjectile. Return true to allow autoloading; by default returns the mod's autoload property. Name is initialized to the overriding class name. Use this method to either force or stop an autoload, or to change the default internal name.
name | The internal name. |
Definition at line 100 of file ModProjectile.cs.
References Terraria.ModLoader.ModProperties.Autoload, Terraria.ModLoader.ModProjectile.mod, and Terraria.ModLoader.Mod.Properties.
Referenced by Terraria.ModLoader.Mod.AutoloadProjectile().
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Automatically sets certain static defaults. Override this if you do not want the properties to be set for you.
Definition at line 158 of file ModProjectile.cs.
References Terraria.ModLoader.ModProjectile.DisplayName, Terraria.ModLoader.ModContent.GetTexture(), Terraria.ModLoader.ModTranslation.IsDefault(), Terraria.ModLoader.ModProjectile.Name, Terraria.ModLoader.ModProjectile.projectile, Terraria.ModLoader.ModTranslation.SetDefault(), and Terraria.ModLoader.ModProjectile.Texture.
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Return true or false to specify if the projectile can cut tiles, like vines. Return null for vanilla decision.
Definition at line 231 of file ModProjectile.cs.
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Whether or not this projectile is capable of killing tiles (such as grass) and damaging NPCs/players. Return false to prevent it from doing any sort of damage. Returns true by default.
Definition at line 257 of file ModProjectile.cs.
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Allows you to determine whether this projectile can hit the given NPC. Return true to allow hitting the target, return false to block this projectile from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default.
target | The target. |
Definition at line 279 of file ModProjectile.cs.
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Allows you to determine whether this hostile projectile can hit the given player. Return false to block this projectile from hitting the target. Returns true by default.
target | The target. |
Definition at line 334 of file ModProjectile.cs.
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Allows you to determine whether this projectile can hit the given opponent player. Return false to block this projectile from hitting the target. Returns true by default.
target | The target |
Definition at line 308 of file ModProjectile.cs.
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This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc.
Definition at line 396 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ProjectileLoader.CanUseGrapple().
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Returns a clone of this ModProjectile. Allows you to decide which fields of your ModProjectile class are copied over when a new Projectile is created. By default this will return a memberwise clone; you will want to override this if your ModProjectile contains object references. Only called if CloneNewInstances is set to true.
Referenced by Terraria.ModLoader.ModProjectile.NewInstance().
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Allows you to use custom collision detection between this projectile and a player or NPC that this projectile can damage. Useful for things like diagonal lasers, projectiles that leave a trail behind them, etc.
projHitbox | The hitbox of the projectile. |
targetHitbox | The hitbox of the target. |
Definition at line 362 of file ModProjectile.cs.
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Code ran when the projectile cuts tiles. Only runs if CanCutTiles() returns true. Useful when programming lasers and such.
Definition at line 238 of file ModProjectile.cs.
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When used in conjunction with "projectile.hide = true", allows you to specify that this projectile should be drawn behind certain elements. Add the index to one and only one of the lists. For example, the Nebula Arcanum projectile draws behind NPCs and tiles.
Definition at line 447 of file ModProjectile.cs.
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Allows you to determine the color and transparency in which this projectile is drawn. Return null to use the default color (normally light and buff color). Returns null by default.
Definition at line 369 of file ModProjectile.cs.
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The speed at which the grapple pulls the player after hitting something. Defaults to 11, but the Bat Hook uses 16.
Definition at line 435 of file ModProjectile.cs.
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How far away this grappling hook can travel away from its player before it retracts.
Definition at line 416 of file ModProjectile.cs.
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The speed at which the grapple retreats back to the player after not hitting anything. Defaults to 11, but vanilla hooks go up to 24.
Definition at line 429 of file ModProjectile.cs.
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The location that the grappling hook pulls the player to. Defaults to the center of the hook projectile.
Definition at line 441 of file ModProjectile.cs.
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Allows you to control what happens when this projectile is killed (for example, creating dust or making sounds). Also useful for creating retrievable ammo. Called on all clients and the server in multiplayer, so be sure to use if (projectile.owner == Main.myPlayer)
if you are spawning retrievable ammo. (As seen in ExampleJavelinProjectile)
Definition at line 251 of file ModProjectile.cs.
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Whether or not this minion can damage NPCs by touching them. Returns false by default. Note that this will only be used if this projectile is considered a pet.
Definition at line 264 of file ModProjectile.cs.
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Allows you to change the hitbox used by this projectile for damaging players and NPCs.
hitbox |
Definition at line 272 of file ModProjectile.cs.
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Allows you to modify the damage, knockback, etc., that this projectile does to an NPC. This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server.
target | The target. |
damage | The modifiable damage. |
knockback | The modifiable knockback. |
crit | The modifiable crit. |
hitDirection | The modifiable hit direction. |
Definition at line 291 of file ModProjectile.cs.
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Allows you to modify the damage, etc., that this hostile projectile does to a player.
target | The target. |
damage | The modifiable damage. |
crit | The modifiable crit. |
Definition at line 344 of file ModProjectile.cs.
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Allows you to modify the damage, etc., that this projectile does to an opponent player.
target | The target. |
damage | The modifiable damage. |
crit | The modifiable crit. |
Definition at line 318 of file ModProjectile.cs.
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Create a new instance of this ModProjectile for a Projectile instance. Called at the end of Projectile.SetDefaults. If CloneNewInstances is true, just calls Clone() Otherwise calls the default constructor and copies fields
Definition at line 123 of file ModProjectile.cs.
References Terraria.ModLoader.ModProjectile.ModProjectile(), Terraria.ModLoader.ModProjectile.aiType, Terraria.ModLoader.ModProjectile.Clone(), Terraria.ModLoader.ModProjectile.CloneNewInstances, Terraria.ModLoader.ModProjectile.cooldownSlot, Terraria.ModLoader.ModProjectile.drawHeldProjInFrontOfHeldItemAndArms, Terraria.ModLoader.ModProjectile.drawOffsetX, Terraria.ModLoader.ModProjectile.drawOriginOffsetX, Terraria.ModLoader.ModProjectile.drawOriginOffsetY, Terraria.ModLoader.ModProjectile.mod, and Terraria.ModLoader.ModProjectile.Name.
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How many of this type of grappling hook the given player can latch onto blocks before the hooks start disappearing. Change the numHooks parameter to determine this; by default it will be 3.
Definition at line 423 of file ModProjectile.cs.
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Allows you to create special effects when this projectile hits an NPC (for example, inflicting debuffs). This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server.
target | The target. |
damage | The damage. |
knockback | The knockback. |
crit | The critical hit. |
Definition at line 301 of file ModProjectile.cs.
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Allows you to create special effects when this hostile projectile hits a player.
target | The target. |
damage | The damage. |
crit | The critical hit. |
Definition at line 353 of file ModProjectile.cs.
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Allows you to create special effects when this projectile hits an opponent player.
target | The target. |
damage | The damage. |
crit | The critical hit. |
Definition at line 327 of file ModProjectile.cs.
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Allows you to determine what happens when this projectile collides with a tile. OldVelocity is the velocity before tile collision. The velocity that takes tile collision into account can be found with projectile.velocity. Return true to allow the vanilla tile collision code to take place (which normally kills the projectile). Returns true by default.
oldVelocity | The velocity of the projectile upon collision. |
Definition at line 224 of file ModProjectile.cs.
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Allows you to determine how this projectile behaves. This will be called regardless of what PreAI returns.
Definition at line 188 of file ModProjectile.cs.
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Allows you to draw things in front of a projectile. This method is called even if PreDraw returns false.
Definition at line 390 of file ModProjectile.cs.
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Allows you to determine how this projectile behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default.
Definition at line 175 of file ModProjectile.cs.
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Allows you to draw things behind this projectile, or to modify the way this projectile is drawn. Return false to stop the game from drawing the projectile (useful if you're manually drawing the projectile). Returns true by default.
Definition at line 383 of file ModProjectile.cs.
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Allows you to draw things behind this projectile. Returns false to stop the game from drawing extras textures related to the projectile (for example, the chains for grappling hooks), useful if you're manually drawing the extras. Returns true by default.
Definition at line 376 of file ModProjectile.cs.
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Allows you to determine whether the vanilla code for Kill and the Kill hook will be called. Return false to stop them from being called. Returns true by default. Note that this does not stop the projectile from dying.
Definition at line 244 of file ModProjectile.cs.
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Use this to receive information that was sent in SendExtraAI.
Definition at line 200 of file ModProjectile.cs.
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If you are storing AI information outside of the projectile.ai array, use this to send that AI information between clients and servers.
Definition at line 194 of file ModProjectile.cs.
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Allows you to set all your projectile's properties, such as width, damage, aiStyle, penetrate, etc.
Definition at line 146 of file ModProjectile.cs.
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Allows you to set all your projectile's static properties, such as names/translations and the arrays in ProjectileID.Sets.
Definition at line 152 of file ModProjectile.cs.
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Whether or not this projectile should update its position based on factors such as its velocity, whether it is in liquid, etc. Return false to make its velocity have no effect on its position. Returns true by default.
Definition at line 206 of file ModProjectile.cs.
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Whether or not a grappling hook can only have one hook per player in the world at a time. Return null to use the vanilla code. Returns null by default.
Definition at line 403 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ProjectileLoader.SingleGrappleHook().
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Allows you to determine how this projectile interacts with tiles. Width and height determine the projectile's hitbox for tile collision, and default to -1. Leave them as -1 to use the projectile's real size. Fallthrough determines whether the projectile can fall through platforms, etc., and defaults to true.
width | Width of the hitbox. |
height | Height of the hitbox. |
fallThrough | If the projectile can fall through platforms etc. |
Definition at line 216 of file ModProjectile.cs.
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This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc.
Definition at line 410 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ProjectileLoader.UseGrapple().
int Terraria.ModLoader.ModProjectile.aiType = 0 |
Determines which type of vanilla projectile this ModProjectile will copy the behavior (AI) of. Leave as 0 to not copy any behavior. Defaults to 0.
Definition at line 69 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.NewInstance().
int Terraria.ModLoader.ModProjectile.cooldownSlot = -1 |
Determines which of the player's cooldown counters to use (-1, 0, or 1) when this projectile damages it. Defaults to -1.
Definition at line 73 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.NewInstance().
bool Terraria.ModLoader.ModProjectile.drawHeldProjInFrontOfHeldItemAndArms = false |
If this projectile is held by the player, determines whether it is drawn in front of or behind the player's arms. Defaults to false.
Definition at line 89 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.NewInstance().
int Terraria.ModLoader.ModProjectile.drawOffsetX = 0 |
How far to the right of its position this projectile should be drawn. Defaults to 0.
Definition at line 77 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.NewInstance().
float Terraria.ModLoader.ModProjectile.drawOriginOffsetX = 0f |
The horizontal origin offset from the projectile's center when it is drawn.
Definition at line 85 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.NewInstance().
int Terraria.ModLoader.ModProjectile.drawOriginOffsetY = 0 |
The vertical origin offset from the projectile's center when it is drawn. The origin is essentially the point of rotation. This field will also determine the vertical drawing offset of the projectile.
Definition at line 81 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.NewInstance().
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Whether instances of this ModProjectile are created through a memberwise clone or its constructor. Defaults to false.
Definition at line 107 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.NewInstance().
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The translations for the display name of this projectile.
Definition at line 53 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.AutoStaticDefaults(), and Terraria.ModLoader.ModContent.RefreshModLanguage().
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The file name of this projectile's glow texture file in the mod loader's file space. If it does not exist it is ignored.
Definition at line 65 of file ModProjectile.cs.
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The mod object that this ModProjectile originates from.
The mod.
Definition at line 34 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.Autoload(), and Terraria.ModLoader.ModProjectile.NewInstance().
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The internal name of this ModProjectile.
The name.
Definition at line 45 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.Mod.AutoloadProjectile(), Terraria.ModLoader.ModProjectile.AutoStaticDefaults(), and Terraria.ModLoader.ModProjectile.NewInstance().
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The projectile object that this ModProjectile controls.
The projectile.
Definition at line 23 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.ModProjectile(), Terraria.ModLoader.ModProjectile.AutoStaticDefaults(), and Terraria.ModLoader.ModContent.RefreshModLanguage().
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The file name of this projectile's texture file in the mod loader's file space.
Definition at line 61 of file ModProjectile.cs.
Referenced by Terraria.ModLoader.ModProjectile.AutoStaticDefaults().