Terraria v1.4.4.9
Terraria source code documentation
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This is the complete list of members for Terraria.Collision, including all inherited members.
_cacheForConveyorBelts | Terraria.Collision | privatestatic |
AdvancedTileCollision(bool[] forcedIgnoredTiles, Vector2 Position, Vector2 Velocity, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1) | Terraria.Collision | inlinestatic |
AimingLaserScan(Vector2 startPoint, Vector2 endPoint, float samplingWidth, int samplesToTake, out Vector2 vectorTowardsTarget, out float[] samples) | Terraria.Collision | inlinestatic |
AnyCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, bool evenActuated=false) | Terraria.Collision | inlinestatic |
AnyCollisionWithSpecificTiles(Vector2 Position, Vector2 Velocity, int Width, int Height, bool[] tilesWeCanCollideWithByType, bool evenActuated=false) | Terraria.Collision | inlinestatic |
AnyHurtingTiles(Vector2 Position, int Width, int Height) | Terraria.Collision | inlinestatic |
CanHit(Entity source, Entity target) | Terraria.Collision | inlinestatic |
CanHit(Entity source, NPCAimedTarget target) | Terraria.Collision | inlinestatic |
CanHit(Vector2 Position1, int Width1, int Height1, Vector2 Position2, int Width2, int Height2) | Terraria.Collision | inlinestatic |
CanHit(Point Position1, int Width1, int Height1, Point Position2, int Width2, int Height2) | Terraria.Collision | inlinestatic |
CanHitLine(Vector2 Position1, int Width1, int Height1, Vector2 Position2, int Width2, int Height2) | Terraria.Collision | inlinestatic |
CanHitWithCheck(Vector2 Position1, int Width1, int Height1, Vector2 Position2, int Width2, int Height2, Utils.TileActionAttempt check) | Terraria.Collision | inlinestatic |
CanTileHurt(ushort type, int i, int j, Player player) | Terraria.Collision | inlinestatic |
CheckAABBvAABBCollision(Vector2 position1, Vector2 dimensions1, Vector2 position2, Vector2 dimensions2) | Terraria.Collision | inlinestatic |
CheckAABBvLineCollision(Vector2 aabbPosition, Vector2 aabbDimensions, Vector2 lineStart, Vector2 lineEnd) | Terraria.Collision | inlinestatic |
CheckAABBvLineCollision(Vector2 objectPosition, Vector2 objectDimensions, Vector2 lineStart, Vector2 lineEnd, float lineWidth, ref float collisionPoint) | Terraria.Collision | inlinestatic |
CheckAABBvLineCollision2(Vector2 aabbPosition, Vector2 aabbDimensions, Vector2 lineStart, Vector2 lineEnd) | Terraria.Collision | inlinestatic |
CheckLinevLine(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2) | Terraria.Collision | inlinestatic |
collisionOutcode(Vector2 aabbPosition, Vector2 aabbDimensions, Vector2 point) | Terraria.Collision | inlineprivatestatic |
DistFromSeg(Vector2 p, Vector2 q0, Vector2 q1, double radius, ref float u) | Terraria.Collision | inlineprivatestatic |
down | Terraria.Collision | static |
DrownCollision(Vector2 Position, int Width, int Height, float gravDir=-1f, bool includeSlopes=false) | Terraria.Collision | inlinestatic |
EmptyTile(int i, int j, bool ignoreTiles=false) | Terraria.Collision | inlinestatic |
Epsilon | Terraria.Collision | static |
ExpandVertically(int startX, int startY, out int topY, out int bottomY, int maxExpandUp=100, int maxExpandDown=100) | Terraria.Collision | inlinestatic |
FindCollisionDirection(out int Direction, Vector2 position, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1) | Terraria.Collision | inlinestatic |
FindCollisionTile(int Direction, Vector2 position, float testMagnitude, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1, bool checkCardinals=true, bool checkSlopes=false) | Terraria.Collision | inlinestatic |
FindOverlapPoints(float relativePoint1, float relativePoint2) | Terraria.Collision | inlineprivatestatic |
GetEntityEdgeTiles(List< Point > p, Entity entity, bool left=true, bool right=true, bool up=true, bool down=true) | Terraria.Collision | inlinestatic |
GetTileRotation(Vector2 position) | Terraria.Collision | inlinestatic |
GetTilesIn(Vector2 TopLeft, Vector2 BottomRight) | Terraria.Collision | inlinestatic |
GetWaterLine(Point pt, out float waterLineHeight) | Terraria.Collision | inlinestatic |
GetWaterLine(int X, int Y, out float waterLineHeight) | Terraria.Collision | inlinestatic |
GetWaterLineIterate(Point pt, out float waterLineHeight) | Terraria.Collision | inlinestatic |
GetWaterLineIterate(int X, int Y, out float waterLineHeight) | Terraria.Collision | inlinestatic |
HitTiles(Vector2 Position, Vector2 Velocity, int Width, int Height) | Terraria.Collision | inlinestatic |
HitWallSubstep(int x, int y) | Terraria.Collision | inlinestatic |
honey | Terraria.Collision | static |
HurtTiles(Vector2 Position, int Width, int Height, Player player) | Terraria.Collision | inlinestatic |
InTileBounds(int x, int y, int lx, int ly, int hx, int hy) | Terraria.Collision | inlinestatic |
IsClearSpotTest(Vector2 position, float testMagnitude, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1, bool checkCardinals=true, bool checkSlopes=false) | Terraria.Collision | inlinestatic |
IsWorldPointSolid(Vector2 pos, bool treatPlatformsAsNonSolid=false) | Terraria.Collision | inlinestatic |
landMine | Terraria.Collision | static |
LaserScan(Vector2 samplingPoint, Vector2 directionUnit, float samplingWidth, float maxDistance, float[] samples) | Terraria.Collision | inlinestatic |
LavaCollision(Vector2 Position, int Width, int Height) | Terraria.Collision | inlinestatic |
noSlopeCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, bool fallThrough=false, bool fall2=false) | Terraria.Collision | inlinestatic |
OneDimensionalIntersection(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2) | Terraria.Collision | inlineprivatestatic |
PointOnLine(Vector2 p, Vector2 a1, Vector2 a2) | Terraria.Collision | inlineprivatestatic |
shimmer | Terraria.Collision | static |
SlopeCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, float gravity=0f, bool fall=false) | Terraria.Collision | inlinestatic |
sloping | Terraria.Collision | static |
SolidCollision(Vector2 Position, int Width, int Height) | Terraria.Collision | inlinestatic |
SolidCollision(Vector2 Position, int Width, int Height, bool acceptTopSurfaces) | Terraria.Collision | inlinestatic |
SolidTiles(Vector2 position, int width, int height) | Terraria.Collision | inlinestatic |
SolidTiles(int startX, int endX, int startY, int endY) | Terraria.Collision | inlinestatic |
SolidTiles(Vector2 position, int width, int height, bool allowTopSurfaces) | Terraria.Collision | inlinestatic |
SolidTiles(int startX, int endX, int startY, int endY, bool allowTopSurfaces) | Terraria.Collision | inlinestatic |
SolidTilesVersatile(int startX, int endX, int startY, int endY) | Terraria.Collision | inlinestatic |
stair | Terraria.Collision | static |
stairFall | Terraria.Collision | static |
StepConveyorBelt(Entity entity, float gravDir) | Terraria.Collision | inlinestatic |
StepDown(ref Vector2 position, ref Vector2 velocity, int width, int height, ref float stepSpeed, ref float gfxOffY, int gravDir=1, bool waterWalk=false) | Terraria.Collision | inlinestatic |
StepUp(ref Vector2 position, ref Vector2 velocity, int width, int height, ref float stepSpeed, ref float gfxOffY, int gravDir=1, bool holdsMatching=false, int specialChecksMode=0) | Terraria.Collision | inlinestatic |
StickyTiles(Vector2 Position, Vector2 Velocity, int Width, int Height) | Terraria.Collision | inlinestatic |
SwitchTiles(Vector2 Position, int Width, int Height, Vector2 oldPosition, int objType) | Terraria.Collision | inlinestatic |
SwitchTilesNew(Vector2 Position, int Width, int Height, Vector2 oldPosition, int objType) | Terraria.Collision | inline |
TileCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1) | Terraria.Collision | inlinestatic |
TupleHitLine(int x1, int y1, int x2, int y2, int ignoreX, int ignoreY, List< Tuple< int, int > > ignoreTargets, out Tuple< int, int > col) | Terraria.Collision | inlinestatic |
TupleHitLineWall(int x1, int y1, int x2, int y2) | Terraria.Collision | inlinestatic |
up | Terraria.Collision | static |
WalkDownSlope(Vector2 Position, Vector2 Velocity, int Width, int Height, float gravity=0f) | Terraria.Collision | inlinestatic |
WaterCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, bool fallThrough=false, bool fall2=false, bool lavaWalk=true) | Terraria.Collision | inlinestatic |
WetCollision(Vector2 Position, int Width, int Height) | Terraria.Collision | inlinestatic |