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Fx

Fx

Inherits from: libs.Process

Fields

NameType
emittershl.types.ArrayObj
poollibs.heaps.ParticlePool
bgDisplaceSblibs.heaps.slib.HSpriteBatch
mainDisplaceSblibs.heaps.slib.HSpriteBatch
topDisplaceSblibs.heaps.slib.HSpriteBatch
bgAddSblibs.heaps.slib.HSpriteBatch
bgNormalSblibs.heaps.slib.HSpriteBatch
mobNormalSbGrouplibs.heaps.SpriteBatchGroup
topMobNormalSbGrouplibs.heaps.SpriteBatchGroup
midAddSblibs.heaps.slib.HSpriteBatch
mobAddSbGrouplibs.heaps.SpriteBatchGroup
topAddSblibs.heaps.slib.HSpriteBatch
topNormalSblibs.heaps.slib.HSpriteBatch
levelpr.Level
viewportViewport
waterColorNull
waterColorLightNull
gravityFactorF64
condemnedCptF64
cachedTimeF64
viewportDiffXF64
viewportDiffYF64
oldVpXF64
oldVpYF64
orbAngF64
courtyardSeqI32
clockTowerSeqI32

Protos

  • f@3549 createExternalBatch(Fx) → libs.heaps.slib.HSpriteBatch
  • f@3550 onDispose(Fx) → Void
  • f@3551 secToFrames(Fx, F64) → F64
  • f@3552 framesToSec(Fx, F64) → F64
  • f@3553 killEmitters(Fx, String) → Void
  • f@3554 allocMultiBatch(Fx, libs.heaps.SpriteBatchGroup, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3555 allocBg(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3556 allocMid(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3557 allocTop(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3558 allocBgNormal(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3559 allocMobNormal(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3560 allocMobTop(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3561 allocMobAdd(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3562 allocTopNormal(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3563 allocDisplaceBg(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3564 allocDisplaceMain(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3565 allocDisplaceTop(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3566 allocExternal(Fx, libs.heaps.slib.HSpriteBatch, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticle
  • f@3567 getTile(Fx, String, Ref, Ref) → tool.FxTile
  • f@3568 getDisplaceTile(Fx, String) → tool.FxTile
  • f@3569 getEnemyTile(Fx, String) → tool.FxTile
  • f@3570 makeFxTile(Fx, h2d.Tile, Null) → tool.FxTile
  • f@3571 killAll(Fx) → Void
  • f@3572 markerCase(Fx, F64, F64, Null, Null) → Void
  • f@3573 markerCaseDot(Fx, I32, I32, Null, Null) → Void
  • f@3574 markerFreeDot(Fx, F64, F64, Null, Null) → Void
  • f@3575 refusal(Fx, F64, F64, Null) → Void
  • f@3576 wings(Fx, Entity, I32) → Void
  • f@3577 wingsDodge(Fx, Entity, I32) → Void
  • f@3578 activateATSwitch(Fx, Entity, I32) → Void
  • f@3579 frontShield(Fx, Entity, F64, I32) → Void
  • f@3580 shieldParryStart(Fx, Entity, I32, Null) → Void
  • f@3581 frontShieldHit(Fx, Entity, I32) → Void
  • f@3582 warriorShieldHit(Fx, Entity, I32) → Void
  • f@3583 _fly(Fx, libs.heaps.HParticle) → Void
  • f@3584 flies(Fx, F64, F64, Null, Null) → Void
  • f@3585 hitLines(Fx, F64, F64, I32, I32, Null, Ref, Ref) → Void
  • f@3586 lustreHit(Fx, F64, I32, I32, Null) → Void
  • f@3587 _bloodDropPhysics(Fx, libs.heaps.HParticle) → Void
  • f@3588 bloodDrop(Fx, Entity, F64, F64, Ref, Ref) → Void
  • f@3589 _bloodPhysics(Fx, libs.heaps.HParticle) → Void
  • f@3590 bloodHit(Fx, tool.atk.AttackData, Entity) → Void
  • f@3591 singleUseBuffApplied(Fx, F64, F64, I32) → Void
  • f@3592 bloodHitFree(Fx, F64, F64, I32) → Void
  • f@3593 bleed(Fx, tool.atk.AttackData, Entity) → Void
  • f@3594 yolo(Fx, F64, F64) → Void
  • f@3595 lineFork(Fx, F64, F64) → Void
  • f@3596 timeDistorsionStart(Fx, F64, F64, F64, I32) → Void
  • f@3597 timeDistorsionEnd(Fx, F64, F64, F64, I32) → Void
  • f@3598 timeDistorsion(Fx, Entity, I32, I32) → Void
  • f@3599 hookTensionSurvival(Fx, tool.HookChainSurvival) → Void
  • f@3600 hookTension(Fx, tool.HookChain) → Void
  • f@3601 hooked(Fx, tool.HookChain, Bool) → Void
  • f@3602 hookedMultSurvival(Fx, tool.HookChainSurvival, Bool) → Void
  • f@3603 hookedMult(Fx, tool.HookChainTimeKeeper, Bool) → Void
  • f@3604 hookTensionMult(Fx, tool.HookChainTimeKeeper) → Void
  • f@3605 bleeding(Fx, F64, F64, I32) → Void
  • f@3606 bulletVanish(Fx, F64, F64, F64, I32) → Void
  • f@3607 bulletHit(Fx, F64, F64, F64, I32, Null) → Void
  • f@3608 oreShine(Fx, F64, F64) → Void
  • f@3609 spearShine(Fx, F64, F64, F64, F64, I32, Bool) → Void
  • f@3610 axeShine(Fx, en.loot.Ammo, I32, Bool) → Void
  • f@3611 entranceTeleporter(Fx, F64, F64, I32) → Void
  • f@3612 longHitLine(Fx, F64, F64, I32, F64, I32, I32) → Void
  • f@3613 challengeDoorBrasero(Fx, F64, F64, I32) → Void
  • f@3614 challengeDoorBraseroOff(Fx, F64, F64, I32) → Void
  • f@3615 challengeDoorBraseroChange(Fx, F64, F64, I32) → Void
  • f@3616 lockChain(Fx, F64, F64, F64, F64, I32, Null) → Void
  • f@3617 hookGrab(Fx, Entity, I32) → Void
  • f@3618 groundRoot(Fx, F64, F64, I32, F64) → Void
  • f@3619 subTeleporter(Fx, F64, F64, I32) → Void
  • f@3620 groundLightBeam(Fx, F64, F64, I32) → Void
  • f@3621 buffedOwl(Fx, Entity, I32) → Void
  • f@3622 darknessRemoverSpawn(Fx, F64, F64, F64, I32) → Void
  • f@3623 darknessRemoverCore(Fx, F64, F64, F64, I32, F64) → Void
  • f@3624 darknessRemoverOff(Fx, F64, F64, F64, I32) → Void
  • f@3625 darknessRemoverOffHelper(Fx, F64, F64, F64, I32) → Void
  • f@3626 darknessRemoverRadius(Fx, F64, F64, F64, I32) → Void
  • f@3627 darknessRemoverGlassSphere(Fx, F64, F64, F64, I32, Bool) → Void
  • f@3628 darknessRemoverVanish(Fx, F64, F64, F64, I32, Null) → Void
  • f@3629 collectorBubbles(Fx, F64, F64, F64, I32, Null, Null) → Void
  • f@3630 collectorSmoke(Fx, F64, F64, F64, I32, Null) → Void
  • f@3631 _shinyPart(Fx, libs.heaps.HParticle) → Void
  • f@3632 dust(Fx, F64, F64, F64, I32, I32) → Void
  • f@3633 bigChestDust(Fx, F64, F64, F64, I32) → Void
  • f@3634 skinnerDust(Fx, F64, F64, F64, I32) → Void
  • f@3635 exitDust(Fx, F64, F64, I32) → Void
  • f@3636 bossFlagDust(Fx, F64, F64, F64, I32) → Void
  • f@3637 collectorDust(Fx, F64, F64, I32) → Void
  • f@3638 bigChestShine(Fx, F64, F64, F64, F64) → Void
  • f@3639 cursedChestTongue(Fx, F64, F64, F64) → Void
  • f@3640 cursedChestPuke(Fx, F64, F64, I32, I32) → Void
  • f@3641 bombPirateShot(Fx, F64, F64, I32) → Void
  • f@3642 grenadeWarning(Fx, F64, F64, F64, I32) → Void
  • f@3643 itemTimeOut(Fx, F64, F64, I32) → Void
  • f@3644 beamMeUpCollector(Fx, Entity) → Void
  • f@3645 tailPoison(Fx, F64, F64, I32) → Void
  • f@3646 tailLine(Fx, Entity, I32, F64, F64, Null, Ref, Ref) → Void
  • f@3647 tailLineFree(Fx, F64, F64, F64, F64, I32, F64, F64, Null) → Void
  • f@3648 tailLineSlash(Fx, F64, F64, F64, F64, I32, F64, F64, Null, Fun) → Void
  • f@3649 tailLineCustom(Fx, Entity, String, I32, F64, Null) → Void
  • f@3650 tailMagicMissile(Fx, Entity, I32) → Void
  • f@3651 tailMagicSalve(Fx, Entity, I32, I32) → Void
  • f@3652 tailSonicBolt(Fx, Entity, I32, I32) → Void
  • f@3653 tailLineDots(Fx, Entity, I32, F64, F64, Null, Ref, Ref) → Void
  • f@3654 tailHomunculus(Fx, Entity, I32, Null, Null) → Void
  • f@3655 tailBloodBodyPart(Fx, en.BodyPart) → Void
  • f@3656 collectorNeedleDrop(Fx, F64, F64, F64) → Void
  • f@3657 tailFrost(Fx, Entity, I32) → Void
  • f@3658 tailBoomerang(Fx, en.Boomerang, Bool, I32) → Void
  • f@3659 boomerangSparks(Fx, Entity, I32) → Void
  • f@3660 tailBall(Fx, Entity, F64, F64, I32, Bool, Ref, Virtual[tailTime, tailX, tailY]) → Void
  • f@3661 railgunLine(Fx, F64, F64, F64, F64, I32, F64, F64, Null) → Void
  • f@3662 tailDots(Fx, Entity, F64, I32, Null) → Void
  • f@3663 multiFlashBangS(Fx, I32, F64, F64, F64) → Void
  • f@3664 canon(Fx, F64, F64, F64) → Void
  • f@3665 heroDissolution(Fx, Entity, Null) → Void
  • f@3666 customMask(Fx, I32, F64, F64, F64, F64, Null) → Void
  • f@3667 createMask(Fx, I32, Null) → Virtual[proc, spr]
  • f@3668 shoot(Fx, F64, F64, F64, I32) → Void
  • f@3669 sonicShootStart(Fx, F64, F64, F64, I32) → Void
  • f@3670 sonicShoot(Fx, F64, F64, F64, I32) → Void
  • f@3671 groundStones(Fx, F64, F64, Null, Null) → Void
  • f@3672 landHeavy(Fx, F64, F64, Null, Null) → Void
  • f@3673 metalOnGround(Fx, F64, F64, Null, Null) → Void
  • f@3674 earthquakerLeg(Fx, F64, F64, Bool, Null, Null) → Void
  • f@3675 riseFromGround(Fx, F64, F64, F64, Null) → Void
  • f@3676 freeze(Fx, Entity, I32) → Void
  • f@3677 _icePhysics(Fx, libs.heaps.HParticle) → Void
  • f@3678 unfreeze(Fx, Entity, I32) → Void
  • f@3679 smallIceExplosion(Fx, F64, F64, I32) → Void
  • f@3680 behemothAttack(Fx, F64, F64, Ref) → Void
  • f@3681 scream(Fx, F64, F64, I32, F64, Null) → Void
  • f@3682 behemothScream(Fx, F64, F64, I32, Ref, Ref) → Void
  • f@3683 giantScream(Fx, F64, F64) → Void
  • f@3684 dirtSpout(Fx, F64, F64, F64) → Void
  • f@3685 ceilTurretSnap(Fx, F64, F64) → Void
  • f@3686 chainDestroy(Fx, F64, F64) → Void
  • f@3687 tentacleOut(Fx, F64, F64, F64) → Void
  • f@3688 _timeKeeperDash(Fx, libs.heaps.HParticle) → Void
  • f@3689 timeKeeperDash(Fx, F64, F64, F64, I32, F64, I32) → Void
  • f@3690 _timeKeeperDashSpark(Fx, libs.heaps.HParticle) → Void
  • f@3691 timeKeeperDashSpark(Fx, en.Mob) → Void
  • f@3692 timeKeeperDashSparkDirect(Fx, Entity, F64) → Void
  • f@3693 beholderAnchor(Fx, F64, F64, Direction, I32) → Void
  • f@3694 doorShine(Fx, en.inter.Door, I32, Ref, Ref) → Void
  • f@3695 slimeBeholder(Fx, en.mob.boss.Beholder, Ref) → Void
  • f@3696 grabJump(Fx, F64, F64, I32) → Void
  • f@3697 grabClimb(Fx, F64, F64, I32) → Void
  • f@3698 guillainBag(Fx, F64, F64) → Void
  • f@3699 landSmoke(Fx, F64, F64, Null) → Void
  • f@3700 landDirt(Fx, F64, F64, Ref) → Void
  • f@3701 driftDirtAndSmoke(Fx, F64, F64, I32) → Void
  • f@3702 smellSmoke(Fx, Entity, I32, Null) → Void
  • f@3703 smellSmokeXY(Fx, F64, F64, F64, I32, Null) → Void
  • f@3704 dustSmoke(Fx, F64, F64, F64, I32, Null) → Void
  • f@3705 cell(Fx, F64, F64, F64, I32, Bool) → Void
  • f@3706 etheralDoorExplosion(Fx, F64, F64, I32, I32, F64, Null) → Void
  • f@3707 doorExplosion(Fx, F64, F64, I32, I32) → Void
  • f@3708 _tubeBubble(Fx, libs.heaps.HParticle) → Void
  • f@3709 cliffCuveBubble(Fx, F64, F64, F64, F64, Bool, libs.heaps.slib.HSpriteBatch, libs.heaps.slib.HSpriteBatch) → Void
  • f@3710 shipwreckSeaBubbles(Fx, F64, F64, F64, F64, libs.heaps.slib.HSpriteBatch) → Void
  • f@3711 blorgDisplace(Fx, F64, F64, F64, I32, Bool) → Void
  • f@3712 runeTube(Fx, F64, F64, F64, F64, F64) → Void
  • f@3713 runeTubeCureMachine(Fx, F64, F64, F64, F64, F64) → Void
  • f@3714 zdoorExplosion(Fx, F64, F64, I32, I32) → Void
  • f@3715 steamCureMachine(Fx, F64, F64, F64, I32) → Void
  • f@3716 frostExplosion(Fx, F64, F64, I32, F64, I32) → Void
  • f@3717 frostExplosionVertical(Fx, F64, F64, F64, I32, Null) → Void
  • f@3718 fireWatered(Fx, Entity) → Void
  • f@3719 torchDepleted(Fx, F64, F64) → Void
  • f@3720 smokeBomb(Fx, F64, F64, F64, I32, Null, Null) → Void
  • f@3721 monsterDoorSmokeExplosion(Fx, F64, F64, F64, I32, Null) → Void
  • f@3722 smokeBombShort(Fx, F64, F64, F64, I32, Null, Null) → Void
  • f@3723 smallIceGrenade(Fx, F64, F64, F64, I32, Null) → Void
  • f@3724 smokeBombGrenade(Fx, F64, F64, F64, I32) → Void
  • f@3725 smokeBombOpaque(Fx, F64, F64, F64, I32, Null) → Void
  • f@3726 shopReroll(Fx, F64, F64, I32) → Void
  • f@3727 _delayedGlass(Fx, libs.heaps.HParticle) → Void
  • f@3728 berserkEndSmokeBomb(Fx, F64, F64, F64, I32) → Void
  • f@3729 majorItemCharge(Fx, F64, F64, I32, F64) → Void
  • f@3730 majorItemShine(Fx, F64, F64, I32) → Void
  • f@3731 majorItemPick(Fx, F64, F64, I32) → Void
  • f@3732 brokenGlass(Fx, F64, F64) → Void
  • f@3733 _confetti(Fx, libs.heaps.HParticle) → Void
  • f@3734 giftExplosion(Fx, F64, F64, I32, I32, Null) → Void
  • f@3735 jarExplosion(Fx, F64, F64, I32, I32, Null) → Void
  • f@3736 flightStartJump(Fx, F64, F64, I32) → Void
  • f@3737 malaiseEliteSpawn(Fx, F64, F64, I32, F64, Entity) → Void
  • f@3738 eliteShrineSpawn(Fx, F64, F64, I32, F64) → Void
  • f@3739 invisibility(Fx, Entity) → Void
  • f@3740 invisiblityStart(Fx, F64, F64, I32) → Void
  • f@3741 invisiblityEnd(Fx, F64, F64, I32) → Void
  • f@3742 playAnimOld(Fx, String, F64, F64, I32, Null, Null, Null, Ref) → libs.heaps.HParticle
  • f@3743 playEnmAnim(Fx, String, F64, F64, I32, Null, Null, Null, Ref) → libs.heaps.HParticle
  • f@3744 playEnmAnimTop(Fx, String, F64, F64, I32, Null, Null, Null, Ref) → libs.heaps.HParticle
  • f@3745 playParticleAnim(Fx, libs.heaps.HParticle, libs.heaps.slib.SpriteLib, String, I32, Ref, Ref, Ref, Ref, Ref, Ref) → libs.heaps.HParticle
  • f@3746 playAnim(Fx, String, F64, F64, I32, Ref, Ref, Ref, Virtual[icon, id], Ref, Ref, Ref) → libs.heaps.HParticle
  • f@3747 playMobAnim(Fx, String, F64, F64, I32, Ref, Ref, Ref, Virtual[icon, id], Ref, Ref, Ref, Null) → libs.heaps.HParticle
  • f@3748 playMamaAnim(Fx, libs.heaps.slib.HSpriteBatch, String, F64, F64, I32, Null, Null) → libs.heaps.HParticle
  • f@3749 playDynamicAtlasAnim(Fx, libs.heaps.slib.HSpriteBatch, DynamicLoadAtlas, String, F64, F64, I32, Ref, Ref, Ref, Ref, Ref) → libs.heaps.HParticle
  • f@3750 playMobAttackAnim(Fx, en.Mob, String, Null, Null, Null) → libs.heaps.HParticle
  • f@3751 playWeaponAnim(Fx, Entity, Virtual[animId, animSpd, area, breachBonus, canCrit, charge, coolDown, critMul, dynamicCharge, earlyCombo, fxId, fxProps, glowColor, hitFrame, lockCtrlAfter, onionSkinFrame, onionSkinOffX, power, props, sfxCharge, sfxHit, sfxProps, sfxRelease], F64, String, Null, Null) → libs.heaps.slib.HSprite
  • f@3752 playWeaponAnimFromObject(Fx, h2d.Object, Virtual[animId, animSpd, area, breachBonus, canCrit, charge, coolDown, critMul, dynamicCharge, earlyCombo, fxId, fxProps, glowColor, hitFrame, lockCtrlAfter, onionSkinFrame, onionSkinOffX, power, props, sfxCharge, sfxHit, sfxProps, sfxRelease], F64, Null, Null, String, Null, Null) → libs.heaps.slib.HSprite
  • f@3753 playWeaponFx(Fx, Entity, String, Ref, hl.types.ArrayBytes_Int, Null, Null) → libs.heaps.slib.HSprite
  • f@3754 playTimeKeeperAttack(Fx, Entity, String, Ref, Null, Null) → libs.heaps.slib.HSprite
  • f@3755 attachToEntity(Fx, libs.heaps.HParticle, Entity, Null, Null) → Void
  • f@3756 radiusExplosion(Fx, F64, F64, F64, I32, Ref) → Void
  • f@3757 throneShield(Fx, F64, F64, F64, F64, I32) → Void
  • f@3758 throneShieldExplosion(Fx, F64, F64) → Void
  • f@3759 throneShieldStartCharge(Fx, F64, F64, F64, F64, F64) → Void
  • f@3760 throneShieldStart(Fx, F64, F64, F64, F64) → Void
  • f@3761 throneSmoke(Fx, F64, F64, F64, I32) → Void
  • f@3762 _pileStone(Fx, libs.heaps.HParticle) → Void
  • f@3763 thronePileStone(Fx, F64, F64, I32, I32, F64) → Void
  • f@3764 thronePileExtraction(Fx, F64, F64, F64, I32, I32) → Void
  • f@3765 throneMinorSmoke(Fx, F64, F64, F64, I32) → Void
  • f@3766 throwWineGlass(Fx, F64, F64, F64, I32) → Void
  • f@3767 teleporterOpen(Fx, en.inter.Teleport, I32) → Void
  • f@3768 teleporterStart(Fx, en.inter.Teleport, I32, I32) → Void
  • f@3769 teleporterEnd(Fx, en.inter.Teleport, I32) → Void
  • f@3770 electricGround(Fx, F64, F64, I32) → Void
  • f@3771 electricBall(Fx, F64, F64, F64, I32, I32) → Void
  • f@3772 electricPillar(Fx, F64, F64, F64, F64, I32) → Void
  • f@3773 _lightningBallFlicker(Fx, libs.heaps.HParticle) → Void
  • f@3774 magicBallVanish(Fx, F64, F64, I32) → Void
  • f@3775 fireBallVanish(Fx, F64, F64, Ref, Ref) → Void
  • f@3776 fireBall(Fx, Entity, Null) → Void
  • f@3777 skullTail(Fx, Entity, Null) → Void
  • f@3778 frostNova(Fx, F64, F64, F64, Null) → Void
  • f@3779 fireNova(Fx, F64, F64, F64) → Void
  • f@3780 elecNova(Fx, F64, F64, F64) → Void
  • f@3781 warningShockBeholder(Fx, F64, F64, F64, I32) → Void
  • f@3782 shockBeholder(Fx, F64, F64, F64, I32, I32) → Void
  • f@3783 shocker(Fx, F64, F64, F64, I32, I32) → Void
  • f@3784 electricArea(Fx, Entity, F64, I32, I32) → Void
  • f@3785 teslaCoilElectricArea(Fx, Entity, F64, I32) → Void
  • f@3786 liquidNova(Fx, F64, F64, F64, I32, I32, I32, I32, I32) → Void
  • f@3787 oilNova(Fx, F64, F64, F64) → Void
  • f@3788 bloodNova(Fx, F64, F64, F64) → Void
  • f@3789 fireEmber(Fx, F64, F64, I32, F64, F64) → Void
  • f@3790 orbLauncherOrbSpark(Fx, F64, F64, I32, I32) → Void
  • f@3791 fireSparks(Fx, F64, F64, Ref) → Void
  • f@3792 aoeFire(Fx, F64, F64, Bool) → Void
  • f@3793 candleFire(Fx, F64, F64) → Void
  • f@3794 groundFire(Fx, F64, F64) → Void
  • f@3795 aoeElectricity(Fx, F64, F64) → Void
  • f@3796 aoePoisonOptimized(Fx, F64, F64, F64, I32) → Void
  • f@3797 aoeBleedOptimized(Fx, F64, F64, F64, I32) → Void
  • f@3798 aoeIce(Fx, F64, F64) → Void
  • f@3799 aoeOil(Fx, F64, F64, Ref, Ref) → Void
  • f@3800 lancerGoThroughWall(Fx, F64, F64, F64, F64, I32) → Void
  • f@3801 _lancerRocksBounceX(Fx, libs.heaps.HParticle) → Void
  • f@3802 mushroomAnnounce(Fx, F64, F64, F64) → Void
  • f@3803 screamerSwordAnnounce(Fx, F64, F64, F64) → Void
  • f@3804 mushroomPop(Fx, F64, F64, I32) → Void
  • f@3805 teleportLightBeam(Fx, F64, Ref, Ref) → Void
  • f@3806 entityTeleport(Fx, F64, F64, F64, F64, I32, Ref, Ref, Ref) → Void
  • f@3807 hitLooseGold(Fx, F64, F64, I32, Null, Null) → Void
  • f@3808 triggerSpikes(Fx, F64, F64, F64) → Void
  • f@3809 holyRain(Fx, libs.heaps.slib.HSpriteBatch, I32) → Void
  • f@3810 _updateHolyRain(Fx) → Fun
  • f@3811 chickenHit(Fx, F64, F64, I32) → Void
  • f@3812 scissorKillAnnounce(Fx, F64, F64, I32) → Void
  • f@3813 fireVacuum(Fx, F64, F64, F64, F64, I32, I32) → Void
  • f@3814 fireballChargeNova(Fx, Entity, F64) → Void
  • f@3815 fallingRocks(Fx, F64, F64, F64) → Void
  • f@3816 _fallingRocks(Fx) → Fun
  • f@3817 adeleScytheShield(Fx, Entity) → Void
  • f@3818 harpyHit(Fx, F64, F64, I32) → Void
  • f@3819 boneSmoke(Fx, F64, F64, I32) → Void
  • f@3820 purpleSmokeExplosion(Fx, F64, F64, I32, Null) → Void
  • f@3821 dookuArenaAmbient(Fx, libs.heaps.slib.HSpriteBatch, F64, F64) → Void
  • f@3822 playDookuAnim(Fx, libs.heaps.slib.HSpriteBatch, String, F64, F64, I32, Ref, Ref, Null, Null) → libs.heaps.HParticle
  • f@3823 dookuLaser(Fx, F64, F64, F64, F64, I32, F64) → Void
  • f@3824 dookuLaserCharge(Fx, F64, F64, F64, I32) → Void
  • f@3825 dookuFlightScreenPreview(Fx, F64, F64, F64, F64, F64, I32, Ref) → Void
  • f@3826 dookuGrabWall(Fx, F64, F64, I32) → Void
  • f@3827 dookuGiantMagmaBall(Fx, F64, F64) → Void
  • f@3828 dookuMagicBall(Fx, Entity, F64, I32, Bool, Ref) → Void
  • f@3829 dookuGiantMagmaBallExplosion(Fx, libs.heaps.slib.HSpriteBatch, F64, F64) → Void
  • f@3830 katanaZeroHitLine(Fx, F64, F64, I32, F64) → Void
  • f@3831 diverseDeckShine(Fx, F64, F64, I32, Entity) → Void
  • f@3832 chickenWormDeath(Fx, F64, F64, I32, I32) → Void
  • f@3833 hydraSpellTail(Fx, Entity, I32, F64) → Void
  • f@3834 destroySkullTomb(Fx, Entity, I32) → Void
  • f@3835 boilerRoomAttackTail(Fx, F64, F64, F64, F64, I32, Ref, Ref, Ref) → Void
  • f@3836 katanaLine(Fx, F64, F64, F64, F64, I32, I32, Null, Null) → Void
  • f@3837 teleportArrival(Fx, F64, F64, F64, I32) → Void
  • f@3838 aggressiveTeleport(Fx, F64, F64, F64, F64, I32, F64, F64) → Void
  • f@3839 dirtTeleport(Fx, F64, F64, F64, F64, I32) → Void
  • f@3840 shadowStep(Fx, F64, F64, F64, F64, I32) → Void
  • f@3841 entityHorizontalTeleport(Fx, Entity, F64, F64, F64, F64, I32) → Void
  • f@3842 itemUpgradeAura(Fx, Entity, F64, F64, tool.InventItem, Ref) → Void
  • f@3843 itemTierAura(Fx, F64, F64, tool.InventItem) → Void
  • f@3844 blueprintShine(Fx, F64, F64, I32) → Void
  • f@3845 blueprintPop(Fx, F64, F64, I32) → Void
  • f@3846 chestOpenShine(Fx, F64, F64, F64, I32) → Void
  • f@3847 pickUpUpgrade(Fx, Entity, I32, Null) → Void
  • f@3848 flaskUnlocked(Fx, Entity, I32) → Void
  • f@3849 pickUpAmmo(Fx, F64, F64) → Void
  • f@3850 pickUpSpear(Fx, F64, F64, F64, F64, I32) → Void
  • f@3851 pickUpMoney(Fx, F64, F64) → Void
  • f@3852 pickUpLeech(Fx, F64, F64) → Void
  • f@3853 secretHint(Fx, F64, F64, I32, F64) → Void
  • f@3854 loreHint(Fx, F64, F64, I32, F64) → Void
  • f@3855 secretGlow(Fx, F64, F64, I32, F64) → Void
  • f@3856 _showGrenadeTarget(Fx, libs.heaps.HParticle) → Void
  • f@3857 showGrenadeTarget(Fx, en.mob.boss.collector.CollectorBomb, F64, F64, F64) → Void
  • f@3858 pressurePlate(Fx, F64, F64, I32) → Void
  • f@3859 pressurePlateTriggered(Fx, Entity) → Void
  • f@3860 unstablePfTriggered(Fx, Entity, F64) → Void
  • f@3861 timedDoorReached(Fx, en.inter.Door) → Void
  • f@3862 timedDoorCondemned(Fx, en.inter.Door) → Void
  • f@3863 timedDoorCondemnedState(Fx, en.inter.Door) → Void
  • f@3864 popScore(Fx, Entity, I32, I32) → Void
  • f@3865 buyItem(Fx, F64, F64, tool.InventItem) → Void
  • f@3866 meleeAtkBlow(Fx, F64, F64, F64, I32, I32) → Void
  • f@3867 deflagration(Fx, F64, F64, F64, I32, I32, Ref, Ref) → Void
  • f@3868 decoyExplosion(Fx, F64, F64, F64) → Void
  • f@3869 oilDeflagration(Fx, F64, F64, F64) → Void
  • f@3870 minorDeflagration(Fx, F64, F64, F64, I32, Null) → Void
  • f@3871 cadaverExplosion(Fx, F64, F64, F64, I32) → Void
  • f@3872 dotsExplosion(Fx, F64, F64, F64, I32) → Void
  • f@3873 disintegrate(Fx, Entity, I32, F64) → Void
  • f@3874 heroRespawnArrival(Fx, F64, F64, I32) → Void
  • f@3875 petSpawn(Fx, Entity, I32) → Void
  • f@3876 deathMageBookCharge(Fx, Entity, F64, F64, I32) → Void
  • f@3877 deathMageInvoke(Fx, F64, F64, I32) → Void
  • f@3878 bulletHitWall(Fx, F64, F64, I32) → Void
  • f@3879 timedItemReached(Fx, F64, F64, I32) → Void
  • f@3880 timedItemMissed(Fx, F64, F64, I32) → Void
  • f@3881 headDotsExplosion(Fx, F64, F64, I32) → Void
  • f@3882 healFountainSplash(Fx, F64, F64, I32) → Void
  • f@3883 impact(Fx, F64, F64, I32, I32, F64) → Void
  • f@3884 dust_effect(Fx, F64, F64, F64, I32) → Void
  • f@3885 healFountainEnd(Fx, F64, F64, I32, I32) → Void
  • f@3886 stoneExplosion(Fx, F64, F64, F64, I32, Null, Null) → Void
  • f@3887 stoneHit(Fx, F64, F64, I32, I32) → Void
  • f@3888 gardenerFrontShovelCharge(Fx, Entity, F64, I32, I32) → Void
  • f@3889 addBrumeEmitter(Fx, F64, F64, F64, F64, Bool) → Void
  • f@3890 brumeMoving(Fx, libs.heaps.Emitter, Bool) → Void
  • f@3891 addSmogEmitter(Fx, F64, F64, F64, F64, Bool, libs.heaps.slib.HSpriteBatch, Ref) → libs.heaps.Emitter
  • f@3892 smogMoving(Fx, libs.heaps.Emitter, Bool) → Void
  • f@3893 wallGrabPush(Fx, Entity, Null) → Void
  • f@3894 hiddenBlockHit(Fx, F64, F64, I32, I32) → Void
  • f@3895 hiddenBlockExplosion(Fx, F64, F64, I32, I32) → Void
  • f@3896 hiddenGroundBlockExplosion(Fx, F64, F64, I32) → Void
  • f@3897 breach(Fx, tool.atk.AttackData) → Void
  • f@3898 critical(Fx, tool.atk.AttackData, Entity) → Void
  • f@3899 activeDeployed(Fx, F64, F64, I32) → Void
  • f@3900 _delayedFall(Fx, libs.heaps.HParticle) → Void
  • f@3901 solidExplosion(Fx, F64, F64, I32, I32, Ref, Ref) → Void
  • f@3902 projectileBlocked(Fx, Entity, Entity, I32) → Void
  • f@3903 dirtExplosion(Fx, F64, F64, F64, I32, I32, Ref) → Void
  • f@3904 _slimeExplosion(Fx, libs.heaps.HParticle) → Void
  • f@3905 slimeExplosion(Fx, F64, F64, F64, I32, I32, I32) → Void
  • f@3906 slimeTrail(Fx, F64, F64, I32, I32, I32) → Void
  • f@3907 statueExplosion(Fx, F64, F64, I32, I32, F64, F64, F64, Null) → Void
  • f@3908 forgeHammerHit(Fx, F64, F64, F64, I32) → Void
  • f@3909 forgeHoverPuff(Fx, F64, F64, F64, I32, I32) → Void
  • f@3910 vineLadderReact(Fx, F64, F64, I32) → Void
  • f@3911 vineLadderPart(Fx, F64, F64, I32) → Void
  • f@3912 rootTrapClosed(Fx, F64, F64, I32) → Void
  • f@3913 jumpFrom(Fx, F64, F64, I32, I32) → Void
  • f@3914 dodgeStart(Fx, F64, F64, I32, I32) → Void
  • f@3915 footKick(Fx, Entity) → Void
  • f@3916 flyingSwordDoorShake(Fx, Entity) → Void
  • f@3917 globalShieldHit(Fx, Entity, I32) → Void
  • f@3918 shieldWarning(Fx, Entity, I32, F64) → Void
  • f@3919 globalShield(Fx, Entity, I32, F64, Null, Null) → Void
  • f@3920 shieldBeholder(Fx, en.mob.boss.Beholder) → Void
  • f@3921 behemothBlazeArmor(Fx, Entity, F64, I32) → Void
  • f@3922 damageAura(Fx, Entity, F64, I32, F64) → Void
  • f@3923 repeledGrenade(Fx, Entity) → Void
  • f@3924 invalidateCachedValues(Fx) → Void
  • f@3925 _parallax(Fx, libs.heaps.HParticle) → Void
  • f@3926 _parallaxX(Fx, libs.heaps.HParticle) → Void
  • f@3927 _physicsFlatten(Fx, libs.heaps.HParticle) → Void
  • f@3928 _physics(Fx, libs.heaps.HParticle) → Void
  • f@3929 _physicsHard(Fx, libs.heaps.HParticle) → Void
  • f@3930 _physicsStops(Fx, libs.heaps.HParticle) → Void
  • f@3931 _physicsOnce(Fx, libs.heaps.HParticle) → Void
  • f@3932 wood(Fx, F64, F64, I32, Null) → Void
  • f@3933 revive(Fx, Entity, I32) → Void
  • f@3934 crush(Fx, F64, F64, I32, Null) → Void
  • f@3935 wallFragmentTail(Fx, F64, F64, I32) → Void
  • f@3936 wallFragmentAnnounce(Fx, F64, F64, F64, I32) → Void
  • f@3937 wallFragmentExplosion(Fx, F64, F64, F64, I32) → Void
  • f@3938 groundExplosion(Fx, F64, F64, I32, Null) → Void
  • f@3939 groundExplosionCompact(Fx, F64, F64, I32) → Void
  • f@3940 _raisedStone(Fx, libs.heaps.HParticle) → Void
  • f@3941 khDeathLand(Fx, F64, F64) → Void
  • f@3942 khDeathCharge(Fx, F64, F64, F64) → Void
  • f@3943 _khPartsPhysics(Fx, libs.heaps.HParticle) → Void
  • f@3944 khDeathExplosion(Fx, F64, F64) → Void
  • f@3945 khIntroJump(Fx, F64, F64, I32) → Void
  • f@3946 khGrenade(Fx, F64, F64, I32, F64) → Void
  • f@3947 khRaiseStones(Fx, Entity, F64, F64, F64, I32) → Void
  • f@3948 khRaiseStonesAt(Fx, F64, F64, I32, I32) → Void
  • f@3949 _spark(Fx, libs.heaps.HParticle) → Void
  • f@3950 khSparkTrail(Fx, Entity) → Void
  • f@3951 giantSparkTrail(Fx, Entity) → Void
  • f@3952 hkBlockedAttack(Fx, Entity, F64, I32) → Void
  • f@3953 khFrontShield(Fx, Entity, F64, I32) → Void
  • f@3954 ghFrontShield(Fx, en.mob.boss.giant.HandBase, F64, I32) → Void
  • f@3955 khFrontShieldCharge(Fx, Entity, F64, I32, I32) → Void
  • f@3956 khStompCore(Fx, F64, F64, I32, I32) → Void
  • f@3957 khBombFallAnnounce(Fx, F64, F64, F64, I32, F64) → Void
  • f@3958 khBombRadiusAnnounce(Fx, F64, F64, F64, F64, I32) → Void
  • f@3959 khBombExplosion(Fx, F64, F64, F64, I32) → Void
  • f@3960 axeStatueStomp(Fx, F64, F64, F64, I32) → Void
  • f@3961 khStomp(Fx, F64, F64, Null, Null, tool.FxTile, tool.FxTile) → Void
  • f@3962 khOutOfCombat(Fx, Entity, I32, I32) → Void
  • f@3963 risingMob(Fx, F64, F64, F64, I32, Null) → Void
  • f@3964 handClap(Fx, F64, F64) → Void
  • f@3965 secretLeverGround(Fx, F64, F64, I32, F64) → Void
  • f@3966 secretLeverActivated(Fx, F64, F64, I32) → Void
  • f@3967 diveAttack(Fx, F64, F64, I32, Ref) → Void
  • f@3968 allocDisk(Fx, F64, F64, F64, I32, Null) → libs.heaps.HParticle
  • f@3969 allocRadius(Fx, F64, F64, F64, I32, Null) → libs.heaps.HParticle
  • f@3970 radiusCase(Fx, F64, F64, F64, I32, Null) → Void
  • f@3971 radiusFlask(Fx, F64, F64, I32) → Void
  • f@3972 radiusATSwitch(Fx, F64, F64, I32) → Void
  • f@3973 knockDoor(Fx, F64, F64, I32) → Void
  • f@3974 longPress(Fx, Entity, F64, F64, I32) → Void
  • f@3975 _mobDeathBlack(Fx, libs.heaps.HParticle) → Void
  • f@3976 _mobDeathBlood(Fx, libs.heaps.HParticle) → Void
  • f@3977 _mobDeathFlesh(Fx, libs.heaps.HParticle) → Void
  • f@3978 mobDeath(Fx, en.Mob) → Void
  • f@3979 staphyEvolution(Fx, en.Mob) → Void
  • f@3980 staphyBloodEvolution(Fx, en.Mob) → Void
  • f@3981 heavyMobDeath(Fx, Entity, I32) → Void
  • f@3982 gibDrop(Fx, F64, F64, Null) → Void
  • f@3983 gibExplosion(Fx, F64, F64) → Void
  • f@3984 _heroCorpseConsume(Fx, libs.heaps.HParticle) → Void
  • f@3985 heroCorpseConsume(Fx, F64, F64, F64, I32) → Void
  • f@3986 chargeCancel(Fx, F64, F64) → Void
  • f@3987 pointerArea(Fx, F64, F64, F64, I32) → Void
  • f@3988 chargeCircle(Fx, F64, F64, F64, F64, Null) → Void
  • f@3989 chargeSemiCircle(Fx, F64, F64, F64, F64, I32) → Void
  • f@3990 chargeCircleS(Fx, F64, F64, F64, F64, Null) → Void
  • f@3991 warnCircle(Fx, F64, F64, F64, F64, Null) → Void
  • f@3992 chargeSweetSpot(Fx, I32, F64, F64, Bool, I32) → Void
  • f@3993 chargeCircleToDot(Fx, F64, F64, F64, F64, Null, Null) → Void
  • f@3994 morpherAnnounce(Fx, F64, F64, F64, F64, I32, I32) → Void
  • f@3995 pokeCharge(Fx, F64, F64, F64, F64, I32, I32) → Void
  • f@3996 chargeArea(Fx, tool.Area, F64, Null) → Void
  • f@3997 debugCircle(Fx, F64, F64, F64, Null, Ref, Ref, Ref) → Void
  • f@3998 debugArea(Fx, tool.Area, Null) → Void
  • f@3999 debugShockWaveHit(Fx, F64, F64, F64, F64, Null) → Void
  • f@4000 linePreview(Fx, F64, F64, F64, F64, F64, I32, Null, Ref) → Void
  • f@4001 linePreviewBasic(Fx, F64, F64, F64, F64, F64, I32, Ref) → Void
  • f@4002 linePreviewFaded(Fx, F64, F64, F64, F64, F64, I32, Null) → Void
  • f@4003 lightningWallPreview(Fx, F64, F64, F64, F64, I32) → Void
  • f@4004 lightningWallEnd(Fx, F64, F64, F64, I32) → Void
  • f@4005 chargeExplosion(Fx, F64, F64, F64, I32) → Void
  • f@4006 chargeDashBeholder(Fx, en.mob.boss.Beholder, F64, F64, I32) → Void
  • f@4007 chargePunchGolem(Fx, I32, F64, F64, F64, F64, I32) → Void
  • f@4008 chargeMage360(Fx, en.mob.Mage360, F64, I32, I32) → Void
  • f@4009 chargeCaster(Fx, Entity, F64, I32, Ref) → Void
  • f@4010 chargeJavelinSnakeTP(Fx, Entity, F64, I32) → Void
  • f@4011 shootFromAir(Fx, F64, F64, I32) → Void
  • f@4012 _electricCharge(Fx, libs.heaps.HParticle) → Void
  • f@4013 electricCharge(Fx, F64, F64, I32, F64) → Void
  • f@4014 warningLancer(Fx, Entity, F64, F64, Bool, F64, I32) → Void
  • f@4015 warningTumulusTrap(Fx, Entity, F64, F64, F64, F64, I32) → Void
  • f@4016 radiusAlertMushroomExplosion(Fx, F64, F64, F64, I32) → Void
  • f@4017 chargeStarFree(Fx, F64, F64, F64, I32) → hl.types.ArrayObj
  • f@4018 chargeStar(Fx, Entity, F64, I32, Null) → hl.types.ArrayObj
  • f@4019 prepareRSpikes(Fx, Entity, F64, I32) → Void
  • f@4020 shooterOrb(Fx, F64, F64, I32) → Void
  • f@4021 orb(Fx, F64, F64, F64, F64, I32) → Void
  • f@4022 fireThrow(Fx, F64, F64, I32, F64, Entity) → Void
  • f@4023 burningHand(Fx, F64, F64, I32) → Void
  • f@4024 torchFlame(Fx, F64, F64, I32) → Void
  • f@4025 _waterBubbles(Fx, libs.heaps.HParticle) → Void
  • f@4026 waterDirt(Fx, F64, F64, F64) → Void
  • f@4027 waterPoolDisp(Fx, F64, F64) → Void
  • f@4028 _waterfallTracking(Fx, libs.heaps.HParticle) → Void
  • f@4029 waterfallDisp(Fx, level.disp.WaterFall, F64, F64, libs.heaps.slib.HSpriteBatch, Ref) → Void
  • f@4030 waterfallLine(Fx, level.disp.WaterFall, F64, F64, libs.heaps.slib.HSpriteBatch, Ref) → Void
  • f@4031 waterShore(Fx, libs.heaps.slib.HSpriteBatch, libs.heaps.Emitter) → Void
  • f@4032 waterWaveSurface(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, F64, Null) → Void
  • f@4033 waterWave(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, F64) → Void
  • f@4034 waterHalo(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, F64, Null) → Void
  • f@4035 waterBubbles(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, F64, Null) → Void
  • f@4036 waterPoolSurface(Fx, F64, F64) → Void
  • f@4037 waterPoolSurfaceWithSpriteBatch(Fx, F64, F64, libs.heaps.slib.HSpriteBatch) → Void
  • f@4038 _waterSpout(Fx, libs.heaps.HParticle) → Void
  • f@4039 waterSpout(Fx, F64, F64, I32, I32) → Void
  • f@4040 mushSpores(Fx, F64, F64, F64, I32, Null) → Void
  • f@4041 waterShower(Fx, F64, F64, F64, F64, I32) → Void
  • f@4042 waterRainDrop(Fx, libs.heaps.Emitter, I32, Bool) → Void
  • f@4043 waterSmallHit(Fx, F64, F64, Ref, Ref) → Void
  • f@4044 waterFoutainSurface(Fx, F64, F64, F64, Null) → Void
  • f@4045 _waterDropPhysics(Fx, libs.heaps.HParticle) → Void
  • f@4046 waterHeavyHit(Fx, F64, F64, Ref) → Void
  • f@4047 _waterShowered(Fx, libs.heaps.HParticle) → Void
  • f@4048 waterShowered(Fx, F64, F64) → Void
  • f@4049 dispFire(Fx, F64, F64, Ref) → Void
  • f@4050 dispSwamp(Fx, F64, F64, h2d.SpriteBatch) → Void
  • f@4051 distilleryArche(Fx, h2d.SpriteBatch, h2d.SpriteBatch, F64, F64, F64, F64) → Void
  • f@4052 _dispShockWave(Fx, libs.heaps.HParticle) → Void
  • f@4053 dispShockWave(Fx, F64, F64, F64, Null, Null) → Void
  • f@4054 dispShockWaveDir(Fx, F64, F64, F64, I32, Null, Null, Null) → Void
  • f@4055 kickShockWave(Fx, F64, F64, F64, I32) → Void
  • f@4056 shockwave(Fx, F64, F64, F64) → Void
  • f@4057 spoutCellBoss(Fx, F64, F64, F64, I32) → Void
  • f@4058 shockwaveGroundSmoke(Fx, F64, F64, I32) → Void
  • f@4059 dispLine(Fx, F64, F64, F64, F64) → Void
  • f@4060 _rootsUpdate(Fx, libs.heaps.HParticle) → Void
  • f@4061 roots(Fx, Entity, F64, I32, Ref) → Void
  • f@4062 vegetalExplosion(Fx, F64, F64, I32) → Void
  • f@4063 rootNova(Fx, F64, F64, F64, I32) → Void
  • f@4064 fastFall(Fx, Entity) → Void
  • f@4065 pulley(Fx, en.Hero, en.ltrap.Pulley) → Void
  • f@4066 pulleyExplosion(Fx, F64, F64, I32, I32) → Void
  • f@4067 elevator(Fx, en.inter.Elevator) → Void
  • f@4068 cannonSpark(Fx, F64, F64, I32) → Void
  • f@4069 elevatorArrival(Fx, en.inter.Elevator) → Void
  • f@4070 _linkBmp(Fx, libs.heaps.HParticle) → Void
  • f@4071 hammerPop(Fx, F64, F64) → Void
  • f@4072 surprise(Fx, Entity, Null) → Void
  • f@4073 cellBonusAura(Fx, Entity, I32) → Void
  • f@4074 speech(Fx, Entity) → Void
  • f@4075 attackAnnounceFree(Fx, F64, F64, Entity) → Void
  • f@4076 attackAnnounce(Fx, Entity) → Void
  • f@4077 attackAnnounceOutOfScreen(Fx, Entity, Null, Null, Viewport) → Void
  • f@4078 warnSpecialSkill(Fx, Entity) → Void
  • f@4079 sparkBomb(Fx, F64, F64, I32) → Void
  • f@4080 wakeUp(Fx, Entity, Ref) → Void
  • f@4081 wakeUpFree(Fx, F64, F64, Ref, Ref) → Void
  • f@4082 batWakeUp(Fx, Entity) → Void
  • f@4083 whipHit(Fx, F64, F64, I32) → Void
  • f@4084 portalPart(Fx, F64, F64, I32) → Void
  • f@4085 portalClosed(Fx, F64, F64, I32) → Void
  • f@4086 collectorPortalClose(Fx, F64, F64, I32) → Void
  • f@4087 collectorPortalStart(Fx, F64, F64, I32, I32) → Void
  • f@4088 collectorPortalEnd(Fx, F64, F64, I32) → Void
  • f@4089 portalStart(Fx, F64, F64, I32, I32) → Void
  • f@4090 portalEnd(Fx, F64, F64, I32) → Void
  • f@4091 slowedDown(Fx, Entity, I32) → Void
  • f@4092 emitShield(Fx, F64, F64, I32) → Void
  • f@4093 _slimeDropPhysics(Fx, libs.heaps.HParticle) → Void
  • f@4094 liquidLine(Fx, F64, F64, F64, F64, I32, I32) → Void
  • f@4095 slimeGround(Fx, F64, F64, I32, I32, Null) → Void
  • f@4096 slimeGroundSpread(Fx, F64, F64, I32, I32, F64) → Void
  • f@4097 slimeGroundWalk(Fx, F64, F64, I32, I32) → Void
  • f@4098 biomeBase(Fx, I32, F64, I32, F64) → Void
  • f@4099 prisonCourtyard(Fx, I32) → Void
  • f@4100 leavesBurst(Fx, F64, F64, I32) → Void
  • f@4101 biomeThrone(Fx) → Void
  • f@4102 waterDropOnViewport(Fx, I32, I32, Bool) → Void
  • f@4103 biomeTumulus(Fx, libs.heaps.slib.HSpriteBatch, libs.heaps.slib.HSpriteBatch, I32, F64, Bool, Bool) → Void
  • f@4104 flyingSwordDoorDust(Fx, F64, F64, I32) → Void
  • f@4105 godRays(Fx, libs.heaps.slib.HSpriteBatch, libs.heaps.Emitter, I32, F64) → Void
  • f@4106 biomeCemetery(Fx, I32, Bool) → Void
  • f@4107 biomeOssuary(Fx, I32) → Void
  • f@4108 biomeCastle(Fx, I32) → Void
  • f@4109 biomeAncientTemple(Fx, I32) → Void
  • f@4110 giantRumble(Fx, I32) → Void
  • f@4111 biomeClockTower(Fx) → Void
  • f@4112 biomeCavern(Fx) → Void
  • f@4113 _updateCliffRain(Fx, I32) → Fun
  • f@4114 _isSkyHidden(Fx, F64, F64) → Bool
  • f@4115 _onDropletUpdate(Fx, libs.heaps.HParticle) → Void
  • f@4116 biomeCliff(Fx, libs.heaps.slib.HSpriteBatch, I32, Null, F64, libs.heaps.slib.HSpriteBatch) → Void
  • f@4117 biomeShipwreck(Fx, F64) → Void
  • f@4118 blacksmithDrop(Fx) → Void
  • f@4119 _ash(Fx, libs.heaps.HParticle) → Void
  • f@4120 _homunculusDirt(Fx, libs.heaps.HParticle) → Void
  • f@4121 homunculusWalk(Fx, Entity, I32) → Void
  • f@4122 homunculusJump(Fx, Entity, I32) → Void
  • f@4123 homunculusLand(Fx, F64, F64, I32) → Void
  • f@4124 _trackEntity(Fx, libs.heaps.HParticle) → Void
  • f@4125 _trackEntityHead(Fx, libs.heaps.HParticle) → Void
  • f@4126 _trackEntitySpriteTop(Fx, libs.heaps.HParticle) → Void
  • f@4127 _trackEmitter(Fx, libs.heaps.HParticle) → Void
  • f@4128 _attractByEntity(Fx, libs.heaps.HParticle) → Void
  • f@4129 homunculusIntrospect(Fx, F64, F64, I32, I32) → Void
  • f@4130 _trackHead(Fx, libs.heaps.HParticle) → Void
  • f@4131 homunculusEntrance(Fx, F64, F64, I32) → Void
  • f@4132 homunculusHeadDrip(Fx, en.Hero, I32, F64) → Void
  • f@4133 heroHeadCharge(Fx, en.Hero, F64, I32) → Void
  • f@4134 heroHeadLightnings(Fx, en.Hero, F64, F64, F64, F64, I32) → Void
  • f@4135 necromancySparkle(Fx, Entity) → Void
  • f@4136 _lightningFlicker(Fx, libs.heaps.HParticle) → Void
  • f@4137 lightningBolt(Fx, F64, F64, F64, F64, F64, I32, I32, Null, Null, Null) → Void
  • f@4138 ceilLightningBolt(Fx, F64, F64, F64, F64, F64, I32, I32, Null, Null, Null) → Void
  • f@4139 collectorPreparingLaserBeam(Fx, F64, F64, I32, I32, Entity) → Void
  • f@4140 collectorChargeLaserBeam(Fx, Entity, F64, F64, F64, F64, I32, I32) → Void
  • f@4141 collectorLaserBeam(Fx, Entity, F64, F64, F64, F64, I32, I32) → Void
  • f@4142 lightningBall(Fx, F64, F64, F64, I32, I32) → Void
  • f@4143 lightningWall(Fx, F64, F64, F64, F64, F64, F64, I32, I32, Null, Null, Ref) → Void
  • f@4144 lightningWallBase(Fx, F64, F64, I32, I32, Bool) → Void
  • f@4145 lightningWallHit(Fx, F64, F64, F64, F64, I32) → Void
  • f@4146 golemTpBolt(Fx, F64, F64, F64, F64, I32, I32, F64, Null, Null) → Void
  • f@4147 lightningBoltWhip(Fx, F64, F64, F64, F64, F64, I32, I32, Bool) → Void
  • f@4148 shieldLightningBolt(Fx, F64, F64, F64, F64, F64, I32, I32, Bool) → Void
  • f@4149 warnTimeKeeperSword(Fx, F64, F64, F64, F64, I32) → Void
  • f@4150 warnGiantStalactite(Fx, F64, F64, F64, F64, I32) → Void
  • f@4151 warnGiantLaserBeam(Fx, F64, F64, F64, F64, F64, I32) → Void
  • f@4152 fireWallPrepare(Fx, F64, F64, F64) → Void
  • f@4153 _fireWallRock(Fx, libs.heaps.HParticle) → Void
  • f@4154 fireWallRock(Fx, en.FireWall, F64, F64) → Void
  • f@4155 _fireWall(Fx, libs.heaps.HParticle) → Void
  • f@4156 fireWall(Fx, en.FireWall, F64, F64, Ref, Ref) → Void
  • f@4157 upgradeShrine(Fx, F64, F64, I32) → Void
  • f@4158 shielderLink(Fx, F64, F64, F64, F64, F64, I32) → Void
  • f@4159 axeRecalled(Fx, F64, F64, F64, F64, I32) → Void
  • f@4160 legendaryAltarBubble(Fx, F64, F64, I32, F64) → Void
  • f@4161 legendaryAltarLink(Fx, F64, F64, F64, F64, F64, I32, I32) → Void
  • f@4162 noPower(Fx, F64, F64) → Void
  • f@4163 powerLink(Fx, F64, F64, F64, F64, F64, I32, Null) → Void
  • f@4164 _flaskDepleted(Fx, libs.heaps.HParticle) → Void
  • f@4165 flaskDepleted(Fx, en.Hero, I32) → Void
  • f@4166 flaskHeal(Fx, en.Hero, I32) → Void
  • f@4167 flaskHealFree(Fx, Entity, I32, hl.types.ArrayObj) → Void
  • f@4168 healing(Fx, Entity, I32) → Void
  • f@4169 heroHeadPopFinal(Fx, en.Hero, I32, Null, Null) → Void
  • f@4170 _drip(Fx, libs.heaps.HParticle) → Void
  • f@4171 drips(Fx, F64, F64, I32, I32, Null, Null) → Void
  • f@4172 throneFountainDrips(Fx, F64, F64, I32, I32) → Void
  • f@4173 throneFountainEnterDrips(Fx, F64, F64, I32) → Void
  • f@4174 throneFountainGlow(Fx, F64, F64, I32) → Void
  • f@4175 _eliteGradient(Fx, libs.heaps.HParticle) → Void
  • f@4176 elite(Fx, Entity, Bool) → Void
  • f@4177 itemAltarLinkDestroyed(Fx, F64, F64, F64) → Void
  • f@4178 itemAltarPicked(Fx, F64, F64, tool.InventItem, I32) → Void
  • f@4179 itemAltarDisabled(Fx, F64, F64, I32) → Void
  • f@4180 kingsSpearPowerUp(Fx, Entity) → Void
  • f@4181 kingsSpearPowerOut(Fx, Entity) → Void
  • f@4182 superPower(Fx, Entity, I32, Ref) → Void
  • f@4183 superCollectorPower(Fx, en.mob.boss.Collector, I32) → Void
  • f@4184 _cageColor(Fx, Entity, libs.heaps.HParticle, I32) → I32
  • f@4185 eliteCage(Fx, Entity, Null) → Void
  • f@4186 eliteAnger(Fx, F64, F64) → Void
  • f@4187 eliteWakeUp(Fx, F64, F64, Null, Null) → Void
  • f@4188 dash(Fx, Entity, I32, I32, Ref, Ref) → Void
  • f@4189 verticalDash(Fx, Entity, I32, I32, Ref) → Void
  • f@4190 pullTrapReady(Fx, F64, F64, I32) → Void
  • f@4191 pullTrapRadius(Fx, F64, F64, F64, F64, I32) → Void
  • f@4192 pullTrapTrigger(Fx, F64, F64, F64, I32) → Void
  • f@4193 pullTrapDeflagration(Fx, F64, F64, F64, I32) → Void
  • f@4194 pullTrapCharge(Fx, F64, F64, F64, F64, I32) → Void
  • f@4195 bombTrapTrigger(Fx, F64, F64, F64, I32) → Void
  • f@4196 bombTrapCharge(Fx, F64, F64, F64, I32) → Void
  • f@4197 bombTrapShoot(Fx, F64, F64, F64, I32) → Void
  • f@4198 trapShine(Fx, F64, F64, I32) → Void
  • f@4199 shurikenShine(Fx, F64, F64, I32) → Void
  • f@4200 moneyShine(Fx, F64, F64) → Void
  • f@4201 lootSpawn(Fx, Entity, F64, I32, I32) → Void
  • f@4202 counteredBullet(Fx, F64, F64, F64, I32) → Void
  • f@4203 magicBallElectric(Fx, Entity, F64, I32, I32, Ref) → Void
  • f@4204 foggerSmoke(Fx, F64, F64, F64, I32) → Void
  • f@4205 outOfScreenDeath(Fx, Entity, I32) → Void
  • f@4206 fireBlue(Fx, F64, F64) → Void
  • f@4207 fireAffect(Fx, Entity, Bool) → Void
  • f@4208 electricityAffect(Fx, Entity) → Void
  • f@4209 shockAffect(Fx, Entity) → Void
  • f@4210 electricHit(Fx, F64, F64, I32) → Void
  • f@4211 oilAffect(Fx, Entity, Ref) → Void
  • f@4212 _spinning(Fx, libs.heaps.HParticle) → Void
  • f@4213 spinner(Fx, Entity, F64, Ref) → Void
  • f@4214 chargeCkSpin(Fx, Entity, F64) → Void
  • f@4215 _chargeckSpin(Fx, libs.heaps.HParticle) → Void
  • f@4216 _ckSpinning(Fx, libs.heaps.HParticle) → Void
  • f@4217 spinnerEnd(Fx, Entity) → Void
  • f@4218 runSmoke(Fx, F64, F64, I32, I32) → Void
  • f@4219 columnWall(Fx, F64, F64, F64, I32, I32) → Void
  • f@4220 columnWallOpening(Fx, F64, F64, I32) → Void
  • f@4221 columnWallClosing(Fx, F64, F64, F64, I32) → Void
  • f@4222 itemSold(Fx, F64, F64) → Void
  • f@4223 _followMoveAng(Fx, libs.heaps.HParticle) → Void
  • f@4224 speedComboChange(Fx, Entity, Bool) → Void
  • f@4225 _scaleXRotation(Fx, libs.heaps.HParticle) → Void
  • f@4226 perfectKillsDeathFeedback(Fx, Entity, Bool) → Void
  • f@4227 groundSparks(Fx, Entity, I32, I32) → Void
  • f@4228 dispellAoeSparks(Fx, tool.LevelAreaAffect) → Void
  • f@4229 minimothGroundSparks(Fx, Entity, I32, I32, F64) → Void
  • f@4230 enemyGrenade(Fx, en.Grenade, Bool) → Void
  • f@4231 tornado(Fx, F64, F64, F64, F64, F64, I32, I32) → Void
  • f@4232 tornadoCK(Fx, en.mob.CastleKnight, F64, F64, F64, I32, I32) → Void
  • f@4233 tornadoGroundDirt(Fx, F64, F64, I32, I32) → Void
  • f@4234 bomberFlyingDagger(Fx, en.mob.Bomber, F64) → libs.heaps.HParticle
  • f@4235 groundAreaAnnounce(Fx, F64, F64, I32, F64, F64) → Void
  • f@4236 heavyIceStomp(Fx, F64, F64, I32, I32) → Void
  • f@4237 _fireworkExplosion(Fx, libs.heaps.HParticle) → Void
  • f@4238 firework(Fx, F64, F64, I32, I32) → Void
  • f@4239 breakGround(Fx, I32, I32, I32, I32) → Void
  • f@4240 breakWoodGround(Fx, I32, I32, I32, I32) → Void
  • f@4241 breakGroundLight(Fx, I32, I32, I32, I32) → Void
  • f@4242 breakWall(Fx, I32, I32, I32, I32, I32) → Void
  • f@4243 lavaHeavyHit(Fx, F64, F64) → Void
  • f@4244 lavaDive(Fx, F64, F64, F64, I32, I32) → Void
  • f@4245 lava(Fx, F64, F64, F64, F64, I32, I32) → Void
  • f@4246 lavaGiant(Fx, F64, F64, F64, F64) → Void
  • f@4247 chargeGiantEye(Fx, F64, F64, F64, I32) → Void
  • f@4248 giantLaserBeam(Fx, F64, F64, F64, F64, I32) → Void
  • f@4249 bomberJetpack(Fx, Entity, F64, F64, F64, I32, I32) → Void
  • f@4250 bomberJetpackSmoke(Fx, Entity, F64, F64, F64) → Void
  • f@4251 wormGrenadeParry(Fx, Entity) → Void
  • f@4252 giantShoryuken(Fx, F64, F64, F64, Entity, Ref) → Void
  • f@4253 librarianPentacle(Fx, libs.heaps.slib.HSpriteBatch, Entity) → libs.heaps.HParticle
  • f@4254 swampRosesPetals(Fx, F64, F64, I32, Null) → Void
  • f@4255 swampButterFly(Fx, F64, F64, I32) → Void
  • f@4256 swampInsects(Fx, F64, F64, I32) → Void
  • f@4257 simpleSmoke(Fx, F64, F64, I32) → Void
  • f@4258 featherExplosion(Fx, F64, F64, I32, I32) → Void
  • f@4259 eyeSpark(Fx, Entity, F64, F64) → Void
  • f@4260 triggerTrapSparks(Fx, F64, F64) → Void
  • f@4261 axeStatueDeath(Fx, F64, F64, F64, F64, I32, F64) → Void
  • f@4262 amazonBrutalDash(Fx, F64, F64, F64, F64, F64, I32) → Void
  • f@4263 servantChaseDefeat(Fx, en.Mob) → Void
  • f@4264 tacticServantDiveAttackSign(Fx, F64, F64, I32, F64, Ref, Ref) → Void
  • f@4265 fisherboatWaves(Fx, F64, F64, F64, I32) → Void
  • f@4266 _fisherboatWavesUpdate(Fx, I32) → Fun
  • f@4267 hollowKnightSoulBubbles(Fx, F64, F64) → Void
  • f@4268 _firefly(Fx, libs.heaps.HParticle) → Void
  • f@4269 hollowKnightFireflies(Fx, F64, F64, Null, Null) → Void
  • f@4270 magnetArea(Fx, F64, F64, F64, I32) → Void
  • f@4271 bellSoundWave(Fx, F64, F64, F64, F64) → Void
  • f@4272 holyFire(Fx, F64, F64, F64) → Void
  • f@4273 bibleFlyingPage(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, F64, F64) → Void
  • f@4274 catSpecialFury(Fx, Entity, String) → Void
  • f@4275 mermanFireBall(Fx, F64, F64, I32, F64, Entity) → Void
  • f@4276 buerFireTrail(Fx, F64, F64, I32, F64, Bool) → Void
  • f@4277 deathSoulsScatter(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, I32, F64) → Void
  • f@4278 deathSickleDestroy(Fx, F64, F64, I32) → Void
  • f@4279 bridgeSmoke(Fx, F64, F64, F64, I32, Null, Null) → Void
  • f@4280 bridgeSparks(Fx, F64, F64, F64, I32) → Void
  • f@4281 deathTransitionExplosion(Fx, F64, F64, F64, I32) → Void
  • f@4282 medusaGorgonLook(Fx, F64, F64, F64, F64, I32) → Void
  • f@4283 purpleTeleportLightBeam(Fx, F64, Ref, Ref, Ref, Ref, Ref) → Void
  • f@4284 riskOfRainTPDots(Fx, F64, F64) → Void
  • f@4285 riskOfRainMagmaWorm(Fx, F64, F64, F64, F64, Bool, libs.heaps.slib.HSpriteBatch) → Void
  • f@4286 tailShootingStar(Fx, Entity, I32, I32, I32, I32) → Void
  • f@4287 impactShootingStar(Fx, F64, F64, I32, I32) → Void
  • f@4288 tailAnathema(Fx, Entity, I32, I32) → Void
  • f@4289 indulgenceRay(Fx, Entity) → Void
  • f@4290 doomBringerSoundWave(Fx, F64, F64) → Void
  • f@4291 update(Fx) → Void
  • f@4292 trueLightningBolt(Fx, F64, F64, F64, F64, I32, Ref, Ref) → Void
  • f@4293 queenCutLine(Fx, Virtual[angle, centerX, centerY, isActive]) → Void
  • f@4294 getFxTileFromTier(Fx, String) → tool.FxTile
  • f@4295 generateParticleFromConf(Fx, Virtual[alphaProps, animProps, colorProps, id, lifeProps, physicsProps, posProps, rotProps, scaleProps, sprName], libs.heaps.ParticlePool, libs.heaps.slib.HSpriteBatch, Ref, Ref, Ref, Ref) → libs.heaps.HParticle

Bindings

  • static f@4296 __constructor__(Fx, pr.Level, h2d.Object, h2d.Object, h2d.Object) → Void