| Binding of Isaac - Afterbirth+ Lua Reference/Guide
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 | Public Member Functions | |
| SetTimeout (integer Value) | |
| SetActiveRotation (integer Delay, float AngleDegrees, float RotationSpd, boolean TimeoutComplete) | |
| integer | GetRenderZ () | 
| const Vector & | GetEndPoint () | 
| boolean | IsSampleLaser () | 
| const HomingLaser::SampleList & | GetSamples () | 
| const HomingLaser::SampleList & | GetNonOptimizedSamples () | 
| SetOneHit (boolean Value) | |
| SetHomingType (LaserHomingType Type) | |
| SetMaxDistance (float Distance) | |
| boolean | IsCircleLaser () | 
| SetBlackHpDropChance (float Chance) | |
| SetMultidimensionalTouched (boolean Value) | |
|  Public Member Functions inherited from Entity | |
| table | GetData () | 
| Update () | |
| Render (Vector Offset) | |
| boolean | RenderShadowLayer (Vector Offset) | 
| PostRender () | |
| boolean | TakeDamage (float Damage, integer Flags, EntityRef Source, integer DamageCountdown) | 
| boolean | HasMortalDamage () | 
| Kill () | |
| Kills the entity and makes a blood splat or gibs.  More... | |
| Die () | |
| Remove () | |
| BloodExplode () | |
| Explodes with gibs and blood.  More... | |
| AddVelocity (Vector Velocity) | |
| MultiplyFriction (float Value) | |
| SetColor (KColor KColor, integer Duration, integer Priority, boolean Fadeout, boolean Share) | |
| const KColor & | GetColor () | 
| SetSpriteFrame (string AnimationName, integer FrameNum) | |
| SetSpriteOverlayFrame (string AnimationName, integer FrameNum) | |
| SetSize (float Size, Vector SizeMulti, integer NumGridCollisionPoints) | |
| boolean | CollidesWithGrid () | 
| boolean | IsEnemy () | 
| return true for NPCs that are not controlled by the player  More... | |
| boolean | IsActiveEnemy (boolean includeDead) | 
| return true for non background NPCs (ex: every enemy except fire and shopkeepers)  More... | |
| boolean | IsVulnerableEnemy () | 
| return true for enemies that can be damaged  More... | |
| boolean | IsFlying () | 
| AddEntityFlags (integer Flags) | |
| ClearEntityFlags (integer Flags) | |
| integer | GetEntityFlags () | 
| boolean | HasEntityFlags (integer Flags) | 
| boolean | HasFullHealth () | 
| AddHealth (float HitPoints) | |
| AddPoison (EntityRef Source, integer Duration, float Damage) | |
| AddFreeze (EntityRef Source, integer Duration) | |
| AddSlowing (EntityRef Source, integer Duration, float SlowValue, KColor SlowColor) | |
| Makes the friction higher.  More... | |
| AddCharmed (integer Duration) | |
| AddConfusion (EntityRef Source, integer Duration, boolean IgnoreBosses) | |
| AddMidasFreeze (EntityRef Source, integer Duration) | |
| AddFear (EntityRef Source, integer Duration) | |
| AddBurn (EntityRef Source, integer Duration, float Damage) | |
| AddShrink (EntityRef Source, integer Duration) | |
| RemoveStatusEffects () | |
| boolean | Exists () | 
| boolean | IsDead () | 
| boolean | IsVisible () | 
| boolean | IsInvincible () | 
| boolean | CanShutDoors () | 
| enemies keep the doors shut  More... | |
| boolean | IsBoss () | 
| bosses display health bar  More... | |
| BossId | GetBossID () | 
| Entity & | GetLastParent () | 
| Entity & | GetLastChild () | 
| boolean | HasCommonParentWithEntity (Entity Other) | 
| boolean | IsFrame (integer Frame, integer Offset) | 
| true every X frames  More... | |
| RNG & | GetDropRNG () | 
| Sprite & | GetSprite () | 
| EntityPlayer | ToPlayer () | 
| EntityEffect | ToEffect () | 
| EntityNPC | ToNPC () | 
| EntityPickup | ToPickup () | 
| EntityFamiliar | ToFamiliar () | 
| EntityBomb | ToBomb () | 
| EntityKnife | ToKnife () | 
| EntityLaser | ToLaser () | 
| EntityTear | ToTear () | 
| EntityProjectile | ToProjectile () | 
| Static Public Member Functions | |
| static EntityLaser & | ShootAngle (integer Variant, Vector SourcePos, float AngleDegrees, integer Timeout, Vector PosOffset, Entity Source) | 
| static helper to simplify spawning lasers  More... | |
| static Vector | CalculateEndPoint (Vector Start, Vector Dir, Vector PositionOffset, Entity Parent, float Margin) | 
| Public Attributes | |
| integer | TearFlags | 
| float m_DepthOffset;  More... | |
| float | Angle | 
| float | Radius | 
| Vector | ParentOffset | 
| float | StartAngleDegrees | 
| Some lasers have a bit of random variation in rotation so they need to remember their starting point.  More... | |
| float | AngleDegrees | 
| float | LastAngleDegrees | 
| integer | Timeout | 
| boolean | FirstUpdate | 
| boolean | SampleLaser | 
| boolean | Shrink | 
| float | LaserLength | 
| HomingLaser | HomingLaser | 
| float | CurveStrength | 
| My Reflection.  More... | |
| boolean | IsActiveRotating | 
| integer | RotationDelay | 
| float | RotationDegrees | 
| float | RotationSpd | 
| float | MaxDistance | 
| Used to trim brimstone for Azazel (0 - off)  More... | |
| LaserHomingType | HomingType | 
| Vector | EndPoint | 
| Will hold the endpoint so it will not need to be recalculated when accessed from extern.  More... | |
| boolean | DisableFollowParent | 
| Set on children of other lasers, for instance Rubber Cement reflections. Disables m_ParentOffset.  More... | |
| Entity & | BounceLaser | 
| float | BlackHpDropChance | 
| For maw of void.  More... | |
| boolean | OneHit | 
| Laser hits only once.  More... | |
| boolean | GridHit | 
| true if laser can be clipped by grid entities and it was clipped at that frame.  More... | |
|  Public Attributes inherited from Entity | |
| float | Friction | 
| loaded from entity config  More... | |
| Vector | Position | 
| Vector | Velocity | 
| const EntityType | Type | 
| integer | Variant | 
| void SetType(eEntityType Type);  More... | |
| integer | SubType | 
| EntityType | SpawnerType | 
| integer | SpawnerVariant | 
| const KColor & | SplatColor | 
| boolean | Visible | 
| const Vector & | PositionOffset | 
| integer | RenderZOffset | 
| boolean | FlipX | 
| const Vector & | SpriteOffset | 
| const Vector & | SpriteScale | 
| float | SpriteRotation | 
| Vector | SizeMulti | 
| float | Mass | 
| float | MaxHitPoints | 
| float | HitPoints | 
| const integer | Index | 
| const Vector & | TargetPosition | 
| GridCollisionClass | GridCollisionClass | 
| EntityCollisionClass | EntityCollisionClass | 
| float | CollisionDamage | 
| const integer | SpawnGridIndex | 
| Entity & | Parent | 
| Entity & | Child | 
| Entity & | Target | 
| Entity & | SpawnerEntity | 
| const integer | FrameCount | 
| const integer | InitSeed | 
| const integer | DropSeed | 
| float | DepthOffset | 
| 
 | static | 
| const Vector& EntityLaser::GetEndPoint | ( | ) | 
| const HomingLaser::SampleList& EntityLaser::GetNonOptimizedSamples | ( | ) | 
| integer EntityLaser::GetRenderZ | ( | ) | 
| const HomingLaser::SampleList& EntityLaser::GetSamples | ( | ) | 
| boolean EntityLaser::IsCircleLaser | ( | ) | 
| boolean EntityLaser::IsSampleLaser | ( | ) | 
| EntityLaser::SetActiveRotation | ( | integer | Delay, | 
| float | AngleDegrees, | ||
| float | RotationSpd, | ||
| boolean | TimeoutComplete | ||
| ) | 
| EntityLaser::SetBlackHpDropChance | ( | float | Chance | ) | 
| EntityLaser::SetHomingType | ( | LaserHomingType | Type | ) | 
| EntityLaser::SetMaxDistance | ( | float | Distance | ) | 
| EntityLaser::SetMultidimensionalTouched | ( | boolean | Value | ) | 
| EntityLaser::SetOneHit | ( | boolean | Value | ) | 
| EntityLaser::SetTimeout | ( | integer | Value | ) | 
| 
 | static | 
static helper to simplify spawning lasers
| float EntityLaser::Angle | 
| float EntityLaser::AngleDegrees | 
| float EntityLaser::BlackHpDropChance | 
For maw of void.
| Entity& EntityLaser::BounceLaser | 
| float EntityLaser::CurveStrength | 
My Reflection.
| boolean EntityLaser::DisableFollowParent | 
Set on children of other lasers, for instance Rubber Cement reflections. Disables m_ParentOffset.
| Vector EntityLaser::EndPoint | 
Will hold the endpoint so it will not need to be recalculated when accessed from extern.
| boolean EntityLaser::FirstUpdate | 
| boolean EntityLaser::GridHit | 
true if laser can be clipped by grid entities and it was clipped at that frame.
| HomingLaser EntityLaser::HomingLaser | 
| LaserHomingType EntityLaser::HomingType | 
| boolean EntityLaser::IsActiveRotating | 
| float EntityLaser::LaserLength | 
| float EntityLaser::LastAngleDegrees | 
| float EntityLaser::MaxDistance | 
Used to trim brimstone for Azazel (0 - off)
| boolean EntityLaser::OneHit | 
Laser hits only once.
| Vector EntityLaser::ParentOffset | 
| float EntityLaser::Radius | 
| float EntityLaser::RotationDegrees | 
| integer EntityLaser::RotationDelay | 
| float EntityLaser::RotationSpd | 
| boolean EntityLaser::SampleLaser | 
| boolean EntityLaser::Shrink | 
| float EntityLaser::StartAngleDegrees | 
Some lasers have a bit of random variation in rotation so they need to remember their starting point.
| integer EntityLaser::TearFlags | 
float m_DepthOffset;
float GetDepthOffset(void) const { return m_DepthOffset; } void SetDepthOffset(float Value) { m_DepthOffset = Value; }
| integer EntityLaser::Timeout |