Enum "ProjectileFlags"
DLC
Value
Enumerator
Comment
1
SMART {: .copyable }
follow player
1<<1
EXPLODE {: .copyable }
explode on impact
1<<2
ACID_GREEN {: .copyable }
acid splat on impact
1<<3
GOO {: .copyable }
goo splat on impact
1<<4
GHOST {: .copyable }
slide through solid entities
1<<5
WIGGLE {: .copyable }
1<<6
BOOMERANG {: .copyable }
come back
1<<7
HIT_ENEMIES {: .copyable }
can hit enemies
1<<8
ACID_RED {: .copyable }
blood acid
1<<9
GREED {: .copyable }
Greed projectiles have same effect as Greed enemy's bullets.
1<<10
RED_CREEP {: .copyable }
Bullet leaves a red creep
1<<11
ORBIT_CW {: .copyable }
Bullet orbits a point clockwise and passes through walls similar to Tiny Planet
1<<12
ORBIT_CCW {: .copyable }
Bullet orbits a point counter-clockwise and passes through walls similar to Tiny Planet
1<<13
NO_WALL_COLLIDE {: .copyable }
1<<14
CREEP_BROWN {: .copyable }
Bullet leaves a brown creep
1<<15
FIRE {: .copyable }
Projectile was cast by a fireplace
1<<16
BURST {: .copyable }
Bursts into more bullets
1<<17
ANY_HEIGHT_ENTITY_HIT {: .copyable }
Bullets that can hit at any height
1<<18
CURVE_LEFT {: .copyable }
Bullets curve slightly on a circular path
1<<19
CURVE_RIGHT {: .copyable }
Bullets curve slightly on a circular path
1<<20
TURN_HORIZONTAL {: .copyable }
Bullets turn and go horizontally and increase in speed when they pass the const static uint64_t player on either side
1<<21
SINE_VELOCITY {: .copyable }
Bullet velocity varies over time as a function of a wave
1<<22
MEGA_WIGGLE {: .copyable }
Like wiggle worm but the wiggling increases in amplitude over time
1<<23
SAWTOOTH_WIGGLE {: .copyable }
Bullets travel on a sawtooth shaped path
1<<24
SLOWED {: .copyable }
1<<25
TRIANGLE {: .copyable }
1<<26
MOVE_TO_PARENT {: .copyable }
1<<27
ACCELERATE {: .copyable }
1<<28
DECELERATE {: .copyable }
1<<29
BURST3 {: .copyable }
1<<30
CONTINUUM {: .copyable }
Bullets reappear from the opposite side as they leave the screen
1<<31
CANT_HIT_PLAYER {: .copyable }
1<<32
CHANGE_FLAGS_AFTER_TIMEOUT {: .copyable }
"Change" flags will change the bullet's behavior after a timeout. change m_ProjectileFlags to m_TimeoutProjectileFlags.
1<<33
CHANGE_VELOCITY_AFTER_TIMEOUT {: .copyable }
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