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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⚓︎

GetDamageMultiplier ()⚓︎

float GetDamageMultiplier ( )⚓︎


GetDisableFollowParent ()⚓︎

boolean GetDisableFollowParent ( )⚓︎


GetHitList ()⚓︎

int GetHitList ( )⚓︎


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 )⚓︎


SetPrismTouched ()⚓︎

void SetPrismTouched ( boolean IsTouched )⚓︎

Sets if the laser was created through the Angelic Prism effect.


SetScale ()⚓︎

void SetScale ( float Value )⚓︎


SetShrink ()⚓︎

void SetShrink ( boolean Value )⚓︎


SetTimeout ()⚓︎

void SetTimeout ( int Value )⚓︎