MagicFakeBeam

open class MagicFakeBeam

Fake beam generator. Create a visually convincing beam from arbitrary coordinates. It however has several limitation: - It deal damage instantly and is therefore only meant to be used for burst beams. - It cannot be "cut" by another object passing between the two ends, thus a very short duration is preferable. - Unlike vanilla, it deals full damage to armor, be careful when using HIGH_EXPLOSIVE damage type. It's usage is recommended for short snappy beams or for FX.

Constructors

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constructor()

Functions

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open fun getCollisionPointOnCircumference(segStart: Vector2f, segEnd: Vector2f, circleCenter: Vector2f, circleRadius: Float): Vector2f
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open fun getShipCollisionPoint(segStart: Vector2f, segEnd: Vector2f, ship: ShipAPI, aim: Float): Vector2f
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open fun spawnAdvancedFakeBeam(    engine: CombatEngineAPI,     from: Vector2f,     range: Float,     angle: Float,     widthIn: Float,     widthOut: Float,     growth: Float,     textureCore: String,     textureFringe: String,     textureLength: Float,     textureScroll: Float,     smoothIn: Float,     smoothOut: Float,     full: Float,     fading: Float,     impactSize: Float,     core: Color,     fringe: Color,     normalDamage: Float,     type: DamageType,     emp: Float,     source: ShipAPI)
Fake beam generator.
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open fun spawnFakeBeam(    engine: CombatEngineAPI,     from: Vector2f,     range: Float,     angle: Float,     width: Float,     full: Float,     fading: Float,     impactSize: Float,     core: Color,     fringe: Color,     normalDamage: Float,     type: DamageType,     emp: Float,     source: ShipAPI)
Fake beam generator.