Class "EntityLaser"⚓︎
Class Diagram⚓︎
classDiagram
class Entity:::diagramCurrentPage
class EntityBomb
class EntityEffect
class EntityFamiliar
class EntityKnife
class EntityLaser
class EntityNPC
class EntityPickup
class EntityPlayer
class EntityProjectile
class EntitySlot
class EntityTear
Entity <|-- EntityBomb
Entity <|-- EntityEffect
Entity <|-- EntityFamiliar
Entity <|-- EntityKnife
Entity <|-- EntityLaser
Entity <|-- EntityNPC
Entity <|-- EntityPickup
Entity <|-- EntityPlayer
Entity <|-- EntityProjectile
Entity <|-- EntitySlot
Entity <|-- EntityTear
link Entity "https://wofsauge.github.io/IsaacDocs/rep/Entity.html" "Go to page for 'Entity' class"
link EntityBomb "https://wofsauge.github.io/IsaacDocs/rep/EntityBomb.html" "Go to page for 'EntityBomb' class"
link EntityEffect "https://wofsauge.github.io/IsaacDocs/rep/EntityEffect.html" "Go to page for 'EntityEffect' class"
link EntityFamiliar "https://wofsauge.github.io/IsaacDocs/rep/EntityFamiliar.html" "Go to page for 'EntityFamiliar' class"
link EntityKnife "https://wofsauge.github.io/IsaacDocs/rep/EntityKnife.html" "Go to page for 'EntityKnife' class"
link EntityLaser "EntityLaser.html" "Go to page for 'EntityLaser' class"
link EntityNPC "EntityNPC.html" "Go to page for 'EntityNPC' class"
link EntityPickup "EntityPickup.html" "Go to page for 'EntityPickup' class"
link EntityPlayer "EntityPlayer.html" "Go to page for 'EntityPlayer' class"
link EntityProjectile "https://wofsauge.github.io/IsaacDocs/rep/EntityProjectile.html" "Go to page for 'EntityProjectile' class"
link EntitySlot "EntitySlot.html" "Go to page for 'EntitySlot' class"
link EntityTear "https://wofsauge.github.io/IsaacDocs/rep/EntityTear.html" "Go to page for 'EntityTear' class"
Modified Variables⚓︎
HomingType⚓︎
int HomingType⚓︎
Same as default, but now returns a proper integer value instead of userdata.
Functions⚓︎
FireSplitTear ()⚓︎
EntityTear FireSplitTear ( Vector Position, Vector Velocity, float DamageMultiplier = 0.5, float SizeMultiplier = 0.6, int Variant = 0, SplitTearType splitType = SplitTearType.SPLIT_GENERIC )⚓︎
Fire a new tear that inherits many attributes from this laser (flags, damage, size, color, etc).
This will also trigger the MC_POST_FIRE_SPLIT_TEAR callback. For custom effects, a string may be passed in place of the SplitTearType.
GetDamageMultiplier ()⚓︎
float GetDamageMultiplier ( )⚓︎
GetDisableFollowParent ()⚓︎
boolean GetDisableFollowParent ( )⚓︎
GetHitList ()⚓︎
int GetHitList ( )⚓︎
Returns an array of hit entities using their Index field.
GetNumChainedLasers ()⚓︎
int GetNumChainedLasers ( )⚓︎
Related to the effect used by the Monstro's Lung + Technology synergy. If >0, may cause an additional laser to spawn at the end point of this laser, up to this many times.
GetOneHit ()⚓︎
boolean GetOneHit ( )⚓︎
GetScale ()⚓︎
float GetScale ( )⚓︎
GetShrink ()⚓︎
boolean GetShrink ( )⚓︎
GetTimeout ()⚓︎
int GetTimeout ( )⚓︎
IsMultidimensionalTouched ()⚓︎
boolean IsMultidimensionalTouched ( )⚓︎
Returns if the laser was created through the Multi Dimensional Baby effect.
IsPrismTouched ()⚓︎
boolean IsPrismTouched ( )⚓︎
Returns if the laser was created through the Angelic Prism effect.
RecalculateSamplesNextUpdate ()⚓︎
void RecalculateSamplesNextUpdate ( )⚓︎
Requests the laser's shape to be fully recalculated next time it updates. Can be used to force the laser to instantly change its MaxDistance/Radius instead of transitioning to it. No effect for OneHit or non-sample lasers.
ResetSpriteScale ()⚓︎
void ResetSpriteScale ( )⚓︎
RotateToAngle ()⚓︎
void RotateToAngle ( float Angle, float Speed = 8.0 )⚓︎
SetDamageMultiplier ()⚓︎
void SetDamageMultiplier ( float DamageMult )⚓︎
SetDisableFollowParent ()⚓︎
void SetDisableFollowParent ( boolean Value )⚓︎
SetInitSound ()⚓︎
void SetInitSound ( SoundEffect Sound )⚓︎
Set after a laser is spawned but before it updates (for example, MC_POST_LASER_INIT) to change the sound it makes. Can be set to SoundEffect.SOUND_NULL to make no sound play.
SetNumChainedLasers ()⚓︎
void SetNumChainedLasers ( int Value )⚓︎
Controls the effect used by the Monstro's Lung + Technology synergy. If >0, may cause an additional laser to spawn at the end point of this laser, up to this many times. May not function for all laser variants.
SetPrismTouched ()⚓︎
void SetPrismTouched ( boolean IsTouched )⚓︎
Sets if the laser was created through the Angelic Prism effect.