This class allows you to modify and use hooks for all projectiles, both vanilla and modded.
To use it, simply create a new class deriving from this one. Implementations will be registered automatically.
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virtual void | AI (Projectile projectile) |
| Allows you to determine how any projectile behaves. This will only be called if PreAI returns true. More...
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virtual ? bool | CanCutTiles (Projectile projectile) |
| Return true or false to specify if the projectile can cut tiles like vines, pots, and Queen Bee larva. Return null for vanilla decision. More...
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virtual ? bool | CanDamage (Projectile projectile) |
| Whether or not the given projectile is capable of killing tiles (such as grass) and damaging NPCs/players. Return false to prevent it from doing any sort of damage. Return true if you want the projectile to do damage regardless of the default blacklist. Return null to let the projectile follow vanilla can-damage-anything rules. This is what happens by default. More...
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virtual ? bool | CanHitNPC (Projectile projectile, NPC target) |
| Allows you to determine whether a projectile can hit the given NPC. Return true to allow hitting the target, return false to block the 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...
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virtual bool | CanHitPlayer (Projectile projectile, Player target) |
| Allows you to determine whether a hostile projectile can hit the given player. Return false to block the projectile from hitting the target. Returns true by default. More...
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virtual bool | CanHitPvp (Projectile projectile, Player target) |
| Allows you to determine whether a projectile can hit the given opponent player. Return false to block the projectile from hitting the target. Returns true by default. More...
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virtual ? bool | CanUseGrapple (int type, Player player) |
| Whether or not a grappling hook that shoots this type of projectile can be used by the given player. Return null to use the default code (whether or not the player is in the middle of firing the grappling hook). Returns null by default.
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virtual ? bool | Colliding (Projectile projectile, Rectangle projHitbox, Rectangle targetHitbox) |
| Allows you to use custom collision detection between a projectile and a player or NPC that the projectile can damage. Useful for things like diagonal lasers, projectiles that leave a trail behind them, etc. More...
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virtual void | CutTiles (Projectile projectile) |
| Code ran when the projectile cuts tiles. Only runs if CanCutTiles() returns true. Useful when programming lasers and such. More...
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virtual void | DrawBehind (Projectile projectile, int index, List< int > behindNPCsAndTiles, List< int > behindNPCs, List< int > behindProjectiles, List< int > overPlayers, List< int > overWiresUI) |
| 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...
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virtual void | EmitEnchantmentVisualsAt (Projectile projectile, Vector2 boxPosition, int boxWidth, int boxHeight) |
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virtual ? Color | GetAlpha (Projectile projectile, Color lightColor) |
| Allows you to determine the color and transparency in which a projectile is drawn. Return null to use the default color (normally light and buff color). Returns null by default. More...
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virtual ? bool | GrappleCanLatchOnTo (Projectile projectile, Player player, int x, int y) |
| Whether or not the grappling hook can latch onto the given position in tile coordinates.
This position may be air or an actuated tile!
Return true to make it latch, false to prevent it, or null to apply vanilla conditions. Returns null by default.
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virtual void | GrapplePullSpeed (Projectile projectile, 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.
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virtual void | GrappleRetreatSpeed (Projectile projectile, 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.
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virtual void | GrappleTargetPoint (Projectile projectile, 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.
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virtual void | Kill (Projectile projectile, int timeLeft) |
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virtual bool | MinionContactDamage (Projectile projectile) |
| Whether or not a minion can damage NPCs by touching them. Returns false by default. Note that this will only be used if the projectile is considered a pet. More...
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virtual void | ModifyDamageHitbox (Projectile projectile, ref Rectangle hitbox) |
| Allows you to change the hitbox used by a projectile for damaging players and NPCs. More...
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virtual void | ModifyHitNPC (Projectile projectile, NPC target, ref NPC.HitModifiers modifiers) |
| Allows you to modify the damage, knockback, etc., that a 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...
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virtual void | ModifyHitPlayer (Projectile projectile, Player target, ref Player.HurtModifiers modifiers) |
| Allows you to modify the damage, etc., that a hostile projectile does to a player. More...
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virtual void | NumGrappleHooks (Projectile projectile, 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.
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virtual void | OnHitNPC (Projectile projectile, NPC target, NPC.HitInfo hit, int damageDone) |
| Allows you to create special effects when a 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...
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virtual void | OnHitPlayer (Projectile projectile, Player target, Player.HurtInfo info) |
| Allows you to create special effects when a hostile projectile hits a player.
Only runs on the local client in multiplayer. More...
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virtual void | OnKill (Projectile projectile, int timeLeft) |
| Allows you to control what happens when a projectile is killed (for example, creating dust or making sounds). More...
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virtual void | OnSpawn (Projectile projectile, IEntitySource source) |
| Gets called when any projectiles spawns in world
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virtual bool | OnTileCollide (Projectile projectile, Vector2 oldVelocity) |
| Allows you to determine what happens when a 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...
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virtual void | PostAI (Projectile projectile) |
| Allows you to determine how any projectile behaves. This will be called regardless of what PreAI returns. More...
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virtual void | PostDraw (Projectile projectile, Color lightColor) |
| Allows you to draw things in front of a projectile. Use the Main.EntitySpriteDraw method for drawing. This method is called even if PreDraw returns false. More...
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virtual bool | PreAI (Projectile projectile) |
| Allows you to determine how any projectile behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default. More...
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virtual bool | PreDraw (Projectile projectile, ref Color lightColor) |
| Allows you to draw things behind a projectile, or to modify the way the projectile is drawn. Use the Main.EntitySpriteDraw method for drawing. Return false to stop the vanilla projectile drawing code (useful if you're manually drawing the projectile). Returns true by default. More...
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virtual bool | PreDrawExtras (Projectile projectile) |
| Allows you to draw things behind a projectile. Use the Main.EntitySpriteDraw method for drawing. 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...
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virtual bool | PreKill (Projectile projectile, 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...
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virtual void | PrepareBombToBlow (Projectile projectile) |
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virtual void | ReceiveExtraAI (Projectile projectile, BitReader bitReader, BinaryReader binaryReader) |
| Use this to receive information that was sent in SendExtraAI.
Called whenever MessageID.SyncProjectile is successfully received.
Can be called on both server and client, depending on who owns the projectile. More...
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virtual void | SendExtraAI (Projectile projectile, BitWriter bitWriter, BinaryWriter binaryWriter) |
| Use this judiciously to avoid straining the network.
Checks and methods such as GlobalType<TEntity, TGlobal>.AppliesToEntity can reduce how much data must be sent for how many projectiles.
Called whenever MessageID.SyncProjectile is successfully sent, for example on projectile creation, or whenever Projectile.netUpdate is set to true in the update loop for that tick.
Can be called on both server and client, depending on who owns the projectile. More...
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sealed override void | SetupContent () |
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virtual bool | ShouldUpdatePosition (Projectile projectile) |
| Whether or not the given 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...
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virtual bool | TileCollideStyle (Projectile projectile, ref int width, ref int height, ref bool fallThrough, ref Vector2 hitboxCenterFrac) |
| Allows you to determine how a projectile interacts with tiles. Return false if you completely override or cancel a projectile's tile collision behavior. Returns true by default. More...
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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.
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virtual bool | AppliesToEntity (TEntity entity, bool lateInstantiation) |
| Use this to control whether or not this global should be run on the provided entity instance.
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virtual TGlobal | Clone (TEntity? from, TEntity to) |
| Create a copy of this instanced global. Called when an entity is cloned. More...
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TGlobal | Instance (TEntity entity) |
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virtual ? TGlobal | NewInstance (TEntity target) |
| Only called if GlobalType<TGlobal>.InstancePerEntity and AppliesToEntity(target , ...) are both true.
Returning null is permitted but not recommended over AppliesToEntity for performance reasons.
Only return null when the global is disabled based on some runtime property (eg world seed). More...
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virtual void | SetDefaults (TEntity entity) |
| Allows you to set the properties of any and every instance that gets created.
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This class allows you to modify and use hooks for all projectiles, both vanilla and modded.
To use it, simply create a new class deriving from this one. Implementations will be registered automatically.