Player.cs
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using Terraria;
namespace TAPI
{
public class ModPlayer : ModEntity<Player>
{
public Player player
{
get
{
return this.entity;
}
}
public new ModPlayer Clone(Player entity = null)
{
return (ModPlayer)base.Clone(entity);
}
public virtual void PreUpdate()
{
}
public virtual void MidUpdate()
{
}
public virtual void PostUpdate()
{
}
public virtual void PreResetEffects()
{
}
public virtual void PostResetEffects()
{
}
public virtual void OnInventoryReset(bool mediumcoreRespawn)
{
}
public virtual void PreItemCheck()
{
}
public virtual void PostItemCheck()
{
}
public virtual bool PreShoot(Vector2 position, Vector2 velocity, int projType, int damage, float knockback)
{
return true;
}
public virtual void PreHurt(bool pvp, bool quiet, ref bool getHurt, ref bool playSound, ref bool genGore, ref int damage, ref int hitDirection, ref string deathText, ref bool crit, ref float critMultiplier)
{
}
public virtual void PostHurt(bool pvp, bool quiet, int hitDirection, string deathtext, bool crit, float critMultiplier, ref double parsedDamage)
{
}
public virtual bool? PreKill(double damage, int hitDirection, bool pvp, string deathText)
{
return null;
}
public virtual void PostKill(double damage, int hitDirection, bool pvp, string deathText)
{
}
public virtual void FrameEffects()
{
}
public virtual void PreHorizontalMovement(ref bool LetRun, ref bool EmitDust, ref bool PlaySound)
{
}
public virtual void DamagePlayer(NPC npc, int hitDir, ref int damage, ref bool crit, ref float critMult)
{
}
public virtual void DealtPlayer(NPC npc, int hitDir, int dmgDealt, bool crit)
{
}
public virtual void DamagePlayer(Projectile projectile, int hitDir, ref int damage, ref bool crit, ref float critMult)
{
}
public virtual void DealtPlayer(Projectile projectile, int hitDir, int dmgDealt, bool crit)
{
}
public virtual void DamagePVP(Player victim, int hitDir, ref int damage, ref bool crit, ref float critMult)
{
}
public virtual void DealtPVP(Player victim, int hitDir, int dmgDealt, bool crit)
{
}
public virtual void DamageNPC(NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
{
}
public virtual void DealtNPC(NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
{
}
public virtual void DamagePVP(Projectile projectile, Player victim, int hitDir, ref int damage, ref bool crit, ref float critMult)
{
}
public virtual void DealtPVP(Projectile projectile, Player victim, int hitDir, int dmgDealt, bool crit)
{
}
public virtual void DamageNPC(Projectile projectile, NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
{
}
public virtual void DealtNPC(Projectile projectile, NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
{
}
public virtual bool? CanHitPlayer(NPC npc)
{
return null;
}
public virtual bool? CanHitPVP(Player victim)
{
return null;
}
public virtual bool? CanHitNPC(NPC npc)
{
return null;
}
public virtual bool? CanHitPVP(Projectile projectile, Player victim)
{
return null;
}
public virtual bool? CanHitNPC(Projectile projectile, NPC npc)
{
return null;
}
public virtual void OnHit(NPC victim, Vector2 location)
{
}
public virtual void OnHit(Player victim, Vector2 location)
{
}
public virtual void ModifyDrawLayerList(System.Collections.Generic.List<PlayerLayer> list)
{
}
public virtual void ModifyDrawLayerHeadList(System.Collections.Generic.List<PlayerLayer> list)
{
}
public virtual void DrawMapIcon(SpriteBatch spritebatch, Vector2 drawPosition, float scale, Color color, ref string cursorText)
{
}
public virtual Color ModifyDrawColor(Color color)
{
return color;
}
public virtual void SetControls()
{
}
public virtual void OnFishSelected(Item fishingRod, Item bait, int liquidType, int poolCount, int worldLayer, int questFish, ref int caughtType)
{
}
public virtual void GetFishingLevel(Item fishingRod, Item bait, ref int fishingLevel)
{
}
public virtual void AnglerQuestReward(float quality, System.Collections.Generic.List<Item> rewardItems)
{
}
public virtual string AutoSelectOnTile(int tileType)
{
return null;
}
}
}
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using Terraria;
namespace TAPI
{
public class ModPlayer : ModEntity<Player>
{
public Player player
{
get
{
return this.entity;
}
}
public new ModPlayer Clone(Player entity = null)
{
return (ModPlayer)base.Clone(entity);
}
public virtual void PreUpdate()
{
}
public virtual void MidUpdate()
{
}
public virtual void PostUpdate()
{
}
public virtual void PreResetEffects()
{
}
public virtual void PostResetEffects()
{
}
public virtual void OnInventoryReset(bool mediumcoreRespawn)
{
}
public virtual void PreItemCheck()
{
}
public virtual void PostItemCheck()
{
}
public virtual bool PreShoot(Vector2 position, Vector2 velocity, int projType, int damage, float knockback)
{
return true;
}
public virtual void PreHurt(bool pvp, bool quiet, ref bool getHurt, ref bool playSound, ref bool genGore, ref int damage, ref int hitDirection, ref string deathText, ref bool crit, ref float critMultiplier)
{
}
public virtual void PostHurt(bool pvp, bool quiet, int hitDirection, string deathtext, bool crit, float critMultiplier, ref double parsedDamage)
{
}
public virtual bool? PreKill(double damage, int hitDirection, bool pvp, string deathText)
{
return null;
}
public virtual void PostKill(double damage, int hitDirection, bool pvp, string deathText)
{
}
public virtual void FrameEffects()
{
}
public virtual void PreHorizontalMovement(ref bool LetRun, ref bool EmitDust, ref bool PlaySound)
{
}
public virtual void DamagePlayer(NPC npc, int hitDir, ref int damage, ref bool crit, ref float critMult)
{
}
public virtual void DealtPlayer(NPC npc, int hitDir, int dmgDealt, bool crit)
{
}
public virtual void DamagePlayer(Projectile projectile, int hitDir, ref int damage, ref bool crit, ref float critMult)
{
}
public virtual void DealtPlayer(Projectile projectile, int hitDir, int dmgDealt, bool crit)
{
}
public virtual void DamagePVP(Player victim, int hitDir, ref int damage, ref bool crit, ref float critMult)
{
}
public virtual void DealtPVP(Player victim, int hitDir, int dmgDealt, bool crit)
{
}
public virtual void DamageNPC(NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
{
}
public virtual void DealtNPC(NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
{
}
public virtual void DamagePVP(Projectile projectile, Player victim, int hitDir, ref int damage, ref bool crit, ref float critMult)
{
}
public virtual void DealtPVP(Projectile projectile, Player victim, int hitDir, int dmgDealt, bool crit)
{
}
public virtual void DamageNPC(Projectile projectile, NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
{
}
public virtual void DealtNPC(Projectile projectile, NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
{
}
public virtual bool? CanHitPlayer(NPC npc)
{
return null;
}
public virtual bool? CanHitPVP(Player victim)
{
return null;
}
public virtual bool? CanHitNPC(NPC npc)
{
return null;
}
public virtual bool? CanHitPVP(Projectile projectile, Player victim)
{
return null;
}
public virtual bool? CanHitNPC(Projectile projectile, NPC npc)
{
return null;
}
public virtual void OnHit(NPC victim, Vector2 location)
{
}
public virtual void OnHit(Player victim, Vector2 location)
{
}
public virtual void ModifyDrawLayerList(System.Collections.Generic.List<PlayerLayer> list)
{
}
public virtual void ModifyDrawLayerHeadList(System.Collections.Generic.List<PlayerLayer> list)
{
}
public virtual void DrawMapIcon(SpriteBatch spritebatch, Vector2 drawPosition, float scale, Color color, ref string cursorText)
{
}
public virtual Color ModifyDrawColor(Color color)
{
return color;
}
public virtual void SetControls()
{
}
public virtual void OnFishSelected(Item fishingRod, Item bait, int liquidType, int poolCount, int worldLayer, int questFish, ref int caughtType)
{
}
public virtual void GetFishingLevel(Item fishingRod, Item bait, ref int fishingLevel)
{
}
public virtual void AnglerQuestReward(float quality, System.Collections.Generic.List<Item> rewardItems)
{
}
public virtual string AutoSelectOnTile(int tileType)
{
return null;
}
}
}