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tModLoader v2025.10
A mod to make and play Terraria mods
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Public Member Functions | |
| NetworkText | GetDeathText (string deadPlayerName) |
| bool | TryGetCausingEntity (out Entity entity) |
| Only safe for use when the local player is the one taking damage! Projectile ids are not synchronized across clients, and NPCs may have despawned/died by the time a strike/death packet arrives. Just because the method returns true, doesn't mean that the correct NPC/Projectile is returned on remote clients. More... | |
| void | WriteSelfTo (BinaryWriter writer) |
Static Public Member Functions | |
| static PlayerDeathReason | ByCustomReason (NetworkText reason) |
| A localized custom death message. Each client will see the death message in their own language, unlike with ByCustomReason(string). Text substitutions can be provided by using LocalizedText.ToNetworkText(object[]) or NetworkText.FromKey(string, object[]). | |
| static PlayerDeathReason | ByCustomReason (string reasonInEnglish) |
| A custom death message. This overload does not support localization, all players will see the same text regardless of their language settings. Use ByCustomReason(NetworkText) instead for localization support. | |
| static PlayerDeathReason | ByNPC (int index) |
| static PlayerDeathReason | ByOther (int type, int playerIndex=-1) |
| static PlayerDeathReason | ByPlayerItem (int index, Item item) |
| static PlayerDeathReason | ByProjectile (int playerIndex, int projectileIndex) |
| static PlayerDeathReason | FromReader (BinaryReader reader) |
| static PlayerDeathReason | LegacyDefault () |
| static PlayerDeathReason | LegacyEmpty () |
Properties | |
| ref NetworkText | CustomReason [get] |
| ref string | SourceCustomReason [get] |
| ref Item | SourceItem [get] |
| ref int | SourceNPCIndex [get] |
| ref int | SourceOtherIndex [get] |
| ref int | SourcePlayerIndex [get] |
| ref int | SourceProjectileLocalIndex [get] |
| ref int | SourceProjectileType [get] |
| bool PlayerDeathReason.TryGetCausingEntity | ( | out Entity | entity | ) |
Only safe for use when the local player is the one taking damage!
Projectile ids are not synchronized across clients, and NPCs may have despawned/died by the time a strike/death packet arrives.
Just because the method returns true, doesn't mean that the correct NPC/Projectile is returned on remote clients.
| entity |