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static void | AnimateWalls () |
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static bool | CanExplode (int i, int j, int type) |
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static bool | CanPlace (int i, int j, int type) |
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static bool | Convert (int i, int j, int conversionType) |
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static bool | CreateDust (int i, int j, int type, ref int dustType) |
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static bool | Drop (int i, int j, int type, ref int dropType) |
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static ModWall | GetWall (int type) |
| Gets the ModWall instance with the given type. If no ModWall with the given type exists, returns null.
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static bool | KillSound (int i, int j, int type, bool fail) |
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static void | KillWall (int i, int j, int type, ref bool fail) |
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static void | ModifyLight (int i, int j, int type, ref float r, ref float g, ref float b) |
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static void | NumDust (int i, int j, int type, bool fail, ref int numDust) |
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static void | PlaceInWorld (int i, int j, Item item) |
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static void | PostDraw (int i, int j, int type, SpriteBatch spriteBatch) |
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static bool | PreDraw (int i, int j, int type, SpriteBatch spriteBatch) |
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static void | RandomUpdate (int i, int j, int type) |
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static void | RegisterConversion (int wallType, int conversionType, ConvertWall conversionDelegate) |
| Registers a wall type as having custom biome conversion code for this specific BiomeConversionID. For modded walls, you can directly use Convert
If you need to register conversions that rely on WallID.Sets.Conversion being fully populated, consider doing it in ModBiomeConversion.PostSetupContent More...
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static bool | WallFrame (int i, int j, int type, bool randomizeFrame, ref int style, ref int frameNumber) |
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