Class BulletManager.SimplePoolControls
Pool controls for use with the pool-control
SM command. These deal with simple bullets. As opposed to
bullet-control
, these commands affect the bullet pool instead of individual objects.
Inheritance
System.Object
BulletManager.SimplePoolControls
Inherited Members
System.Object.ToString()
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
Assembly: cs.temp.dll.dll
Syntax
public static class SimplePoolControls
Methods
AllowCull(Boolean)
Set whether or not a pool can cull bullets that are out of camera range.
This is reset automatically via clear phase.
Declaration
public static SPCF AllowCull(bool cullActive)
Parameters
Type |
Name |
Description |
System.Boolean |
cullActive |
True iff camera culling is allowed.
|
Returns
AllowDelete(Boolean)
Set whether or not a pool's bullets can be deleted by effects
such as photos, bombs, and player damage clears.
This is reset automatically via clear phase.
Declaration
public static SPCF AllowDelete(bool deleteActive)
Parameters
Type |
Name |
Description |
System.Boolean |
deleteActive |
|
Returns
CullRad(Single)
Set the cull radius on a pool.
This is reset automatically via clear phase.
Declaration
public static SPCF CullRad(float r)
Parameters
Type |
Name |
Description |
System.Single |
r |
|
Returns
Damage(Int32)
Set the amount of damage bullets in this pool do to the player.
Note: bullets will be destroyed if they collide with setDamage(0), though the player will not be hit.
Note: currently, the player cannot
take more than 1 damage at a time.
Declaration
public static SPCF Damage(int damage)
Parameters
Type |
Name |
Description |
System.Int32 |
damage |
|
Returns
Destructible(Boolean)
Set whether or not bullets in this pool will be destroyed when they collide.
Declaration
public static SPCF Destructible(bool destructible)
Parameters
Type |
Name |
Description |
System.Boolean |
destructible |
|
Returns
NoGraze()
Disallow grazing against bullets in this pool.
Declaration
public static SPCF NoGraze()
Returns
Recolor(TP4, TP4)
Manually construct a two-color gradient for all bullets in this pool.
Note: This is a pool control, instead of a bullet option (as it is with lasers/pathers), to avoid bloating.
Note: This will error if you do not use it with the recolor
palette.
WARNING: This is a rendering function. Do not use rand
(brand
ok), or else replays will desync.
Declaration
public static SPCF Recolor(TP4 black, TP4 white)
Parameters
Type |
Name |
Description |
TP4 |
black |
|
TP4 |
white |
|
Returns
Reset()
Clear the bullet controls on a pool.
Note that this returns a null disposable.
Declaration
public static SPCF Reset()
Returns
SetRenderQueue(Int32)
Override the render queue value of a bullet pool. Higher values render on top.
As reference, the render value of circle-X bullets is in the 3600s.
Declaration
public static SPCF SetRenderQueue(int priority)
Parameters
Type |
Name |
Description |
System.Int32 |
priority |
|
Returns
SoftCullAll(String)
Unconditionally softcull all bullets in a pool with an automatically-determined cull style.
Note that this returns a null disposable and is instead bounded by the cToken.
Declaration
public static SPCF SoftCullAll(string targetFormat)
Parameters
Type |
Name |
Description |
System.String |
targetFormat |
Base cull style, eg. cwheel
|
Returns
SortZ()
Sort the bullets in the pool by z-axis (smallest Z on top).
Declaration
public static SPCF SortZ()
Returns
Tint(TP4)
Tint the bullets in this pool. This is a multiplicative effect on the existing color.
Note: This is a pool control, instead of a bullet option (as it is with lasers/pathers), to avoid bloating.
Note: This can be used with all bullet styles, unlike Recolor.
WARNING: This is a rendering function. Do not use rand
(brand
ok), or else replays will desync.
Declaration
public static SPCF Tint(TP4 tint)
Parameters
Type |
Name |
Description |
TP4 |
tint |
|
Returns