Class "EntityTear"⚓︎
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 Functions⚓︎
ResetSpriteScale ()⚓︎
void ResetSpriteScale ( boolean Force = false )⚓︎
Now accepts a Force argument to force the tear into re-evaluating what tear scale animation it should play.
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 tear (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.
GetDeadEyeIntensity ()⚓︎
float GetDeadEyeIntensity ( )⚓︎
Returns the intensity value of the tear as a result of the Dead Eye collectible. It is between 0 and 1.
GetDeadEyeSprite ()⚓︎
Sprite GetDeadEyeSprite ( )⚓︎
Returns the red aura sprite used by the Dead Eye collectible.
GetHitList ()⚓︎
int[] GetHitList ( )⚓︎
Returns an array of hit entities using their Index field.
GetTearEffectSprite ()⚓︎
Sprite GetTearEffectSprite ( )⚓︎
Returns the tear effect sprite used by tear variants like Fire Mind and Mysterious Liquid.
GetTearHaloSprite ()⚓︎
Sprite GetTearHaloSprite ( )⚓︎
Returns the tear halo sprite used by Godhead tears.
IsMultidimensionalTouched ()⚓︎
boolean IsMultidimensionalTouched ( )⚓︎
Returns if the tear was created through the Multi Dimensional Baby effect.
IsPrismTouched ()⚓︎
boolean IsPrismTouched ( )⚓︎
Returns if the tear was created through the Angelic Prism effect.
MakeMultidimensionalCopy ()⚓︎
EntityTear MakeMultidimensionalCopy ( )⚓︎
Copies the tear and applies a black and white effect to it. This effect is the same one used by the Multidimensional Baby familiar.
SetMultidimensionalTouched ()⚓︎
void SetMultidimensionalTouched ( boolean IsTouched )⚓︎
Sets if the tear was created through the Angelic Prism effect.
SetPrismTouched ()⚓︎
void SetPrismTouched ( boolean IsTouched )⚓︎
Sets if the tear was created through the Angelic Prism effect.