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static bool | Actuate (int i, int j) |
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static void | ActuateForced (int i, int j) |
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static bool | CheckMech (int i, int j, int time) |
| Returns true if the wiring cooldown has been reached for the provided tile coordinates. The time parameter will set the cooldown if wiring cooldown has elapsed. Use larger values for less frequent activations. Use this method to limit how often mechanisms can be triggerd. Item.MechSpawn(float, float, int) and NPC.MechSpawn(float, float, int) should also be checked for mechanisms spawning items or NPC, such as Statues. More...
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static void | ClearAll () |
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static void | DeActive (int i, int j) |
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static IEntitySource | GetItemSource (int sourceTileX, int sourceTileY) |
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static IEntitySource | GetNPCSource (int sourceTileX, int sourceTileY) |
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static IEntitySource | GetProjectileSource (int sourceTileX, int sourceTileY) |
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static void | HitSwitch (int i, int j) |
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static void | Initialize () |
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static void | MassWireOperation (Point ps, Point pe, Player master) |
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static void | PokeLogicGate (int lampX, int lampY) |
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static void | ReActive (int i, int j) |
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static void | SetCurrentUser (int plr=-1) |
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static void | SkipWire (int x, int y) |
| Use to prevent wire signals from running for the provided coordinates. Typically used in multi-tiles to prevent a wire touching multiple tiles of the multi-tile from erroneously running wire code multiple times. In ModTile.HitWire(int, int), call SkipWire for all the coordinates the tile covers. More...
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static void | SkipWire (Point16 point) |
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static void | Toggle2x2Light (int i, int j, Tile tileCache, bool? forcedStateWhereTrueIsOn, bool doSkipWires) |
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static void | ToggleCampFire (int i, int j, Tile tileCache, bool? forcedStateWhereTrueIsOn, bool doSkipWires) |
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static void | ToggleCandle (int i, int j, Tile tileCache, bool? forcedStateWhereTrueIsOn) |
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static void | ToggleChandelier (int i, int j, Tile tileCache, bool? forcedStateWhereTrueIsOn, bool doSkipWires) |
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static void | ToggleFirePlace (int i, int j, Tile theBlock, bool? forcedStateWhereTrueIsOn, bool doSkipWires) |
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static void | ToggleHangingLantern (int i, int j, Tile tileCache, bool? forcedStateWhereTrueIsOn, bool doSkipWires) |
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static void | ToggleHolidayLight (int i, int j, Tile tileCache, bool? forcedStateWhereTrueIsOn) |
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static void | ToggleLamp (int i, int j, Tile tileCache, bool? forcedStateWhereTrueIsOn, bool doSkipWires) |
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static void | ToggleLampPost (int i, int j, Tile tileCache, bool? forcedStateWhereTrueIsOn, bool doSkipWires) |
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static void | ToggleTorch (int i, int j, Tile tileCache, bool? forcedStateWhereTrueIsOn) |
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static void | TripWire (int left, int top, int width, int height) |
| Used to send a single to wiring wired up to the specified area. The parameters represent the tile coordinates where wire signals will be sent. Mechanism tiles such as TileID.Switches, TileID.PressurePlates, TileID.Timers, and TileID.LogicSensor use this method as part of their interaction code. More...
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static void | UpdateMech () |
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