Afterbirth+ Documentation
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    • docs
      • Class "RoomConfig::Entry"
      • Class "ItemConfig::Card"
      • Class "PlayerTypes::PosVel"
      • enums
        • Enum "DoorVariant"
        • CollectibleType
        • Enum "ActionTriggers"
        • Enum "Card"
        • Enum "NpcState"
        • Enum "EffectVariant"
        • Enum "EntityGridCollisionClass"
        • Enum "EntityFlag"
        • Enum "LocustSubtypes"
        • Enum "LevelCurse"
        • Enum "GridRooms"
        • Enum "TrinketType"
        • Enum "SortingLayer"
        • Enum "ItemType"
        • Enum "GridCollisionClass"
        • Enum "ModCallbacks"
        • Enum "DoorSlot"
        • Enum "CacheFlag"
        • Enum "PillEffect"
        • Enum "EntityCollisionClass"
        • Enum "ItemPoolType"
        • Enum "PickupPrice"
        • Enum "InputHook"
        • Enum "ButtonAction"
        • Enum "PlayerSpriteLayer"
        • Enum "Keyboard"
        • Enum "GameStateFlag"
        • Enum "PillColor"
        • Enum "CoinSubType"
        • Enum "PlayerForm"
        • Enum "PickupVariant"
        • Enum "GridEntityType"
        • Enum "EntityPartition"
        • Enum "SeedEffect"
        • Enum "RoomShape"
        • Enum "Mouse"
        • Enum "TearFlags"
        • Enum "Music"
        • Enum "BabySubType"
        • Enum "BombVariant"
        • Enum "DoorState"
        • Enum "Challenge"
        • Enum "TearVariant"
        • Enum "EntityType"
        • Enum "SoundEffect"
        • Enum "FamiliarVariant"
        • Enum "PlayerType"
        • Enum "Difficulty"
        • Enum "DamageFlag"
        • Enum "Direction"
        • Enum "KeySubType"
        • Enum "LaserOffset"
        • Enum "ProjectileFlags"
        • Enum "LevelStage"
        • Enum "PlayerItemState"
        • Enum "LevelStateFlag"
        • Enum "ChestSubType"
        • Enum "ProjectileVariant"
        • Enum "WeaponType"
        • Enum "RoomType"
        • Enum "NullItemID"
        • Enum "StageType"
        • Enum "HeartSubType"
        • Enum "BombSubType"
      • Class "Isaac"
      • Class "ProjectileParams"
      • Class "Font"
      • Class "ItemPool"
      • Class "GridEntityRock"
      • tutorials
        • Class "[Tutorial]Rendertext"
        • Tutorial: Example Project
        • Class "XMLFiledocumentation"
        • Class "Writingscreenshaders"
        • Class "DebugConsole"
        • [Tutorial] Adding Costumes to items without LUA
        • Class "Usingadditional.luaFiles"
        • [Tutorial] Debugging with ZeroBrane Studio
      • Class "CppContainer::Vector::ItemConfigList"
      • Class "EntityProjectile"
      • Class "CppContainer::ArrayProxy"
      • Class "CppContainer::Vector::CardConfigList"
      • Class "PathFinder"
      • Class "ItemConfig::PillEffect"
      • Class "CppContainer::Vector::EffectList"
      • Class "RoomDescriptor"
      • Class "GridEntity"
      • Class "GridEntityPoop"
      • PLACEHOLDER
      • Class "TearParams"
      • Class "GridEntityPit"
      • Class "EntityFamiliar"
      • Class "MusicManager"
      • Class "SFXManager"
      • Lua API Documentation for The Binding of Isaac - Afterbirth+
      • Class "GridEntityTNT"
      • Class "EntityRef"
      • Class "Sprite"
      • Class "EntityBomb"
      • Class "EntityTear"
      • Class "QueueItemData"
      • Class "EntityPlayer"
      • Class "Vector"
      • Class "Entity"
      • Class "ItemConfig::Config"
      • Class "CppContainer::ArrayProxy::RoomList"
      • Class "RNG"
      • Class "EntityPtr"
      • Class "Input"
      • Class "EntityPickup"
      • Class "EntityLaser"
      • Class "GridEntityPressurePlate"
      • Class "CppContainer::Vector::VectorList"
      • Class "Room"
      • Class "CppContainer::Vector::CostumeConfigList"
      • Class "GridEntityDesc"
      • Class "Level"
      • Class "RoomConfig::Spawn"
      • Class "Color"
      • Class "KColor"
      • Class "TemporaryEffect"
      • Class "EntityKnife"
      • Class "Seeds"
      • Class "CppContainer::EntityList"
      • Class "GridEntityDoor"
      • Class "ShockwaveParams"
      • Class "ItemConfig::Costume"
      • Class "GridEntitySpikes"
      • Class "EntityEffect"
      • Class "CppContainer::Vector::PillConfigList"
      • Class "EntityNPC"
      • Class "RoomDescriptorData"
      • Class "ItemConfig::Item"
      • Class "RoomConfig::Room"
      • Class "Game"
      • Class "TemporaryEffects"
      • Class "PlayerTypes::ActiveItemDesc"
      • Class "Global Functions"
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  1. beta
  2. docs
  3. enums

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 }

PreviousEnum "LaserOffset"NextEnum "LevelStage"

Last updated 4 years ago

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