Fx
Fx
Inherits from: libs.Process
Fields
| Name | Type | |
|---|---|---|
emitters | hl.types.ArrayObj | |
pool | libs.heaps.ParticlePool | |
bgDisplaceSb | libs.heaps.slib.HSpriteBatch | |
mainDisplaceSb | libs.heaps.slib.HSpriteBatch | |
topDisplaceSb | libs.heaps.slib.HSpriteBatch | |
bgAddSb | libs.heaps.slib.HSpriteBatch | |
bgNormalSb | libs.heaps.slib.HSpriteBatch | |
mobNormalSbGroup | libs.heaps.SpriteBatchGroup | |
topMobNormalSbGroup | libs.heaps.SpriteBatchGroup | |
midAddSb | libs.heaps.slib.HSpriteBatch | |
mobAddSbGroup | libs.heaps.SpriteBatchGroup | |
topAddSb | libs.heaps.slib.HSpriteBatch | |
topNormalSb | libs.heaps.slib.HSpriteBatch | |
level | pr.Level | |
viewport | Viewport | |
waterColor | Null | |
waterColorLight | Null | |
gravityFactor | F64 | |
condemnedCpt | F64 | |
cachedTime | F64 | |
viewportDiffX | F64 | |
viewportDiffY | F64 | |
oldVpX | F64 | |
oldVpY | F64 | |
orbAng | F64 | |
courtyardSeq | I32 | |
clockTowerSeq | I32 |
Protos
f@3549createExternalBatch(Fx) → libs.heaps.slib.HSpriteBatchf@3550onDispose(Fx) → Voidf@3551secToFrames(Fx, F64) → F64f@3552framesToSec(Fx, F64) → F64f@3553killEmitters(Fx, String) → Voidf@3554allocMultiBatch(Fx, libs.heaps.SpriteBatchGroup, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3555allocBg(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3556allocMid(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3557allocTop(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3558allocBgNormal(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3559allocMobNormal(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3560allocMobTop(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3561allocMobAdd(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3562allocTopNormal(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3563allocDisplaceBg(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3564allocDisplaceMain(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3565allocDisplaceTop(Fx, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3566allocExternal(Fx, libs.heaps.slib.HSpriteBatch, tool.FxTile, F64, F64, Ref, Virtual[__alloc], Ref) → libs.heaps.HParticlef@3567getTile(Fx, String, Ref, Ref) → tool.FxTilef@3568getDisplaceTile(Fx, String) → tool.FxTilef@3569getEnemyTile(Fx, String) → tool.FxTilef@3570makeFxTile(Fx, h2d.Tile, Null) → tool.FxTilef@3571killAll(Fx) → Voidf@3572markerCase(Fx, F64, F64, Null, Null) → Voidf@3573markerCaseDot(Fx, I32, I32, Null, Null) → Voidf@3574markerFreeDot(Fx, F64, F64, Null, Null) → Voidf@3575refusal(Fx, F64, F64, Null) → Voidf@3576wings(Fx, Entity, I32) → Voidf@3577wingsDodge(Fx, Entity, I32) → Voidf@3578activateATSwitch(Fx, Entity, I32) → Voidf@3579frontShield(Fx, Entity, F64, I32) → Voidf@3580shieldParryStart(Fx, Entity, I32, Null) → Voidf@3581frontShieldHit(Fx, Entity, I32) → Voidf@3582warriorShieldHit(Fx, Entity, I32) → Voidf@3583_fly(Fx, libs.heaps.HParticle) → Voidf@3584flies(Fx, F64, F64, Null, Null) → Voidf@3585hitLines(Fx, F64, F64, I32, I32, Null, Ref, Ref) → Voidf@3586lustreHit(Fx, F64, I32, I32, Null) → Voidf@3587_bloodDropPhysics(Fx, libs.heaps.HParticle) → Voidf@3588bloodDrop(Fx, Entity, F64, F64, Ref, Ref) → Voidf@3589_bloodPhysics(Fx, libs.heaps.HParticle) → Voidf@3590bloodHit(Fx, tool.atk.AttackData, Entity) → Voidf@3591singleUseBuffApplied(Fx, F64, F64, I32) → Voidf@3592bloodHitFree(Fx, F64, F64, I32) → Voidf@3593bleed(Fx, tool.atk.AttackData, Entity) → Voidf@3594yolo(Fx, F64, F64) → Voidf@3595lineFork(Fx, F64, F64) → Voidf@3596timeDistorsionStart(Fx, F64, F64, F64, I32) → Voidf@3597timeDistorsionEnd(Fx, F64, F64, F64, I32) → Voidf@3598timeDistorsion(Fx, Entity, I32, I32) → Voidf@3599hookTensionSurvival(Fx, tool.HookChainSurvival) → Voidf@3600hookTension(Fx, tool.HookChain) → Voidf@3601hooked(Fx, tool.HookChain, Bool) → Voidf@3602hookedMultSurvival(Fx, tool.HookChainSurvival, Bool) → Voidf@3603hookedMult(Fx, tool.HookChainTimeKeeper, Bool) → Voidf@3604hookTensionMult(Fx, tool.HookChainTimeKeeper) → Voidf@3605bleeding(Fx, F64, F64, I32) → Voidf@3606bulletVanish(Fx, F64, F64, F64, I32) → Voidf@3607bulletHit(Fx, F64, F64, F64, I32, Null) → Voidf@3608oreShine(Fx, F64, F64) → Voidf@3609spearShine(Fx, F64, F64, F64, F64, I32, Bool) → Voidf@3610axeShine(Fx, en.loot.Ammo, I32, Bool) → Voidf@3611entranceTeleporter(Fx, F64, F64, I32) → Voidf@3612longHitLine(Fx, F64, F64, I32, F64, I32, I32) → Voidf@3613challengeDoorBrasero(Fx, F64, F64, I32) → Voidf@3614challengeDoorBraseroOff(Fx, F64, F64, I32) → Voidf@3615challengeDoorBraseroChange(Fx, F64, F64, I32) → Voidf@3616lockChain(Fx, F64, F64, F64, F64, I32, Null) → Voidf@3617hookGrab(Fx, Entity, I32) → Voidf@3618groundRoot(Fx, F64, F64, I32, F64) → Voidf@3619subTeleporter(Fx, F64, F64, I32) → Voidf@3620groundLightBeam(Fx, F64, F64, I32) → Voidf@3621buffedOwl(Fx, Entity, I32) → Voidf@3622darknessRemoverSpawn(Fx, F64, F64, F64, I32) → Voidf@3623darknessRemoverCore(Fx, F64, F64, F64, I32, F64) → Voidf@3624darknessRemoverOff(Fx, F64, F64, F64, I32) → Voidf@3625darknessRemoverOffHelper(Fx, F64, F64, F64, I32) → Voidf@3626darknessRemoverRadius(Fx, F64, F64, F64, I32) → Voidf@3627darknessRemoverGlassSphere(Fx, F64, F64, F64, I32, Bool) → Voidf@3628darknessRemoverVanish(Fx, F64, F64, F64, I32, Null) → Voidf@3629collectorBubbles(Fx, F64, F64, F64, I32, Null, Null) → Voidf@3630collectorSmoke(Fx, F64, F64, F64, I32, Null) → Voidf@3631_shinyPart(Fx, libs.heaps.HParticle) → Voidf@3632dust(Fx, F64, F64, F64, I32, I32) → Voidf@3633bigChestDust(Fx, F64, F64, F64, I32) → Voidf@3634skinnerDust(Fx, F64, F64, F64, I32) → Voidf@3635exitDust(Fx, F64, F64, I32) → Voidf@3636bossFlagDust(Fx, F64, F64, F64, I32) → Voidf@3637collectorDust(Fx, F64, F64, I32) → Voidf@3638bigChestShine(Fx, F64, F64, F64, F64) → Voidf@3639cursedChestTongue(Fx, F64, F64, F64) → Voidf@3640cursedChestPuke(Fx, F64, F64, I32, I32) → Voidf@3641bombPirateShot(Fx, F64, F64, I32) → Voidf@3642grenadeWarning(Fx, F64, F64, F64, I32) → Voidf@3643itemTimeOut(Fx, F64, F64, I32) → Voidf@3644beamMeUpCollector(Fx, Entity) → Voidf@3645tailPoison(Fx, F64, F64, I32) → Voidf@3646tailLine(Fx, Entity, I32, F64, F64, Null, Ref, Ref) → Voidf@3647tailLineFree(Fx, F64, F64, F64, F64, I32, F64, F64, Null) → Voidf@3648tailLineSlash(Fx, F64, F64, F64, F64, I32, F64, F64, Null, Fun) → Voidf@3649tailLineCustom(Fx, Entity, String, I32, F64, Null) → Voidf@3650tailMagicMissile(Fx, Entity, I32) → Voidf@3651tailMagicSalve(Fx, Entity, I32, I32) → Voidf@3652tailSonicBolt(Fx, Entity, I32, I32) → Voidf@3653tailLineDots(Fx, Entity, I32, F64, F64, Null, Ref, Ref) → Voidf@3654tailHomunculus(Fx, Entity, I32, Null, Null) → Voidf@3655tailBloodBodyPart(Fx, en.BodyPart) → Voidf@3656collectorNeedleDrop(Fx, F64, F64, F64) → Voidf@3657tailFrost(Fx, Entity, I32) → Voidf@3658tailBoomerang(Fx, en.Boomerang, Bool, I32) → Voidf@3659boomerangSparks(Fx, Entity, I32) → Voidf@3660tailBall(Fx, Entity, F64, F64, I32, Bool, Ref, Virtual[tailTime, tailX, tailY]) → Voidf@3661railgunLine(Fx, F64, F64, F64, F64, I32, F64, F64, Null) → Voidf@3662tailDots(Fx, Entity, F64, I32, Null) → Voidf@3663multiFlashBangS(Fx, I32, F64, F64, F64) → Voidf@3664canon(Fx, F64, F64, F64) → Voidf@3665heroDissolution(Fx, Entity, Null) → Voidf@3666customMask(Fx, I32, F64, F64, F64, F64, Null) → Voidf@3667createMask(Fx, I32, Null) → Virtual[proc, spr]f@3668shoot(Fx, F64, F64, F64, I32) → Voidf@3669sonicShootStart(Fx, F64, F64, F64, I32) → Voidf@3670sonicShoot(Fx, F64, F64, F64, I32) → Voidf@3671groundStones(Fx, F64, F64, Null, Null) → Voidf@3672landHeavy(Fx, F64, F64, Null, Null) → Voidf@3673metalOnGround(Fx, F64, F64, Null, Null) → Voidf@3674earthquakerLeg(Fx, F64, F64, Bool, Null, Null) → Voidf@3675riseFromGround(Fx, F64, F64, F64, Null) → Voidf@3676freeze(Fx, Entity, I32) → Voidf@3677_icePhysics(Fx, libs.heaps.HParticle) → Voidf@3678unfreeze(Fx, Entity, I32) → Voidf@3679smallIceExplosion(Fx, F64, F64, I32) → Voidf@3680behemothAttack(Fx, F64, F64, Ref) → Voidf@3681scream(Fx, F64, F64, I32, F64, Null) → Voidf@3682behemothScream(Fx, F64, F64, I32, Ref, Ref) → Voidf@3683giantScream(Fx, F64, F64) → Voidf@3684dirtSpout(Fx, F64, F64, F64) → Voidf@3685ceilTurretSnap(Fx, F64, F64) → Voidf@3686chainDestroy(Fx, F64, F64) → Voidf@3687tentacleOut(Fx, F64, F64, F64) → Voidf@3688_timeKeeperDash(Fx, libs.heaps.HParticle) → Voidf@3689timeKeeperDash(Fx, F64, F64, F64, I32, F64, I32) → Voidf@3690_timeKeeperDashSpark(Fx, libs.heaps.HParticle) → Voidf@3691timeKeeperDashSpark(Fx, en.Mob) → Voidf@3692timeKeeperDashSparkDirect(Fx, Entity, F64) → Voidf@3693beholderAnchor(Fx, F64, F64, Direction, I32) → Voidf@3694doorShine(Fx, en.inter.Door, I32, Ref, Ref) → Voidf@3695slimeBeholder(Fx, en.mob.boss.Beholder, Ref) → Voidf@3696grabJump(Fx, F64, F64, I32) → Voidf@3697grabClimb(Fx, F64, F64, I32) → Voidf@3698guillainBag(Fx, F64, F64) → Voidf@3699landSmoke(Fx, F64, F64, Null) → Voidf@3700landDirt(Fx, F64, F64, Ref) → Voidf@3701driftDirtAndSmoke(Fx, F64, F64, I32) → Voidf@3702smellSmoke(Fx, Entity, I32, Null) → Voidf@3703smellSmokeXY(Fx, F64, F64, F64, I32, Null) → Voidf@3704dustSmoke(Fx, F64, F64, F64, I32, Null) → Voidf@3705cell(Fx, F64, F64, F64, I32, Bool) → Voidf@3706etheralDoorExplosion(Fx, F64, F64, I32, I32, F64, Null) → Voidf@3707doorExplosion(Fx, F64, F64, I32, I32) → Voidf@3708_tubeBubble(Fx, libs.heaps.HParticle) → Voidf@3709cliffCuveBubble(Fx, F64, F64, F64, F64, Bool, libs.heaps.slib.HSpriteBatch, libs.heaps.slib.HSpriteBatch) → Voidf@3710shipwreckSeaBubbles(Fx, F64, F64, F64, F64, libs.heaps.slib.HSpriteBatch) → Voidf@3711blorgDisplace(Fx, F64, F64, F64, I32, Bool) → Voidf@3712runeTube(Fx, F64, F64, F64, F64, F64) → Voidf@3713runeTubeCureMachine(Fx, F64, F64, F64, F64, F64) → Voidf@3714zdoorExplosion(Fx, F64, F64, I32, I32) → Voidf@3715steamCureMachine(Fx, F64, F64, F64, I32) → Voidf@3716frostExplosion(Fx, F64, F64, I32, F64, I32) → Voidf@3717frostExplosionVertical(Fx, F64, F64, F64, I32, Null) → Voidf@3718fireWatered(Fx, Entity) → Voidf@3719torchDepleted(Fx, F64, F64) → Voidf@3720smokeBomb(Fx, F64, F64, F64, I32, Null, Null) → Voidf@3721monsterDoorSmokeExplosion(Fx, F64, F64, F64, I32, Null) → Voidf@3722smokeBombShort(Fx, F64, F64, F64, I32, Null, Null) → Voidf@3723smallIceGrenade(Fx, F64, F64, F64, I32, Null) → Voidf@3724smokeBombGrenade(Fx, F64, F64, F64, I32) → Voidf@3725smokeBombOpaque(Fx, F64, F64, F64, I32, Null) → Voidf@3726shopReroll(Fx, F64, F64, I32) → Voidf@3727_delayedGlass(Fx, libs.heaps.HParticle) → Voidf@3728berserkEndSmokeBomb(Fx, F64, F64, F64, I32) → Voidf@3729majorItemCharge(Fx, F64, F64, I32, F64) → Voidf@3730majorItemShine(Fx, F64, F64, I32) → Voidf@3731majorItemPick(Fx, F64, F64, I32) → Voidf@3732brokenGlass(Fx, F64, F64) → Voidf@3733_confetti(Fx, libs.heaps.HParticle) → Voidf@3734giftExplosion(Fx, F64, F64, I32, I32, Null) → Voidf@3735jarExplosion(Fx, F64, F64, I32, I32, Null) → Voidf@3736flightStartJump(Fx, F64, F64, I32) → Voidf@3737malaiseEliteSpawn(Fx, F64, F64, I32, F64, Entity) → Voidf@3738eliteShrineSpawn(Fx, F64, F64, I32, F64) → Voidf@3739invisibility(Fx, Entity) → Voidf@3740invisiblityStart(Fx, F64, F64, I32) → Voidf@3741invisiblityEnd(Fx, F64, F64, I32) → Voidf@3742playAnimOld(Fx, String, F64, F64, I32, Null, Null, Null, Ref) → libs.heaps.HParticlef@3743playEnmAnim(Fx, String, F64, F64, I32, Null, Null, Null, Ref) → libs.heaps.HParticlef@3744playEnmAnimTop(Fx, String, F64, F64, I32, Null, Null, Null, Ref) → libs.heaps.HParticlef@3745playParticleAnim(Fx, libs.heaps.HParticle, libs.heaps.slib.SpriteLib, String, I32, Ref, Ref, Ref, Ref, Ref, Ref) → libs.heaps.HParticlef@3746playAnim(Fx, String, F64, F64, I32, Ref, Ref, Ref, Virtual[icon, id], Ref, Ref, Ref) → libs.heaps.HParticlef@3747playMobAnim(Fx, String, F64, F64, I32, Ref, Ref, Ref, Virtual[icon, id], Ref, Ref, Ref, Null) → libs.heaps.HParticlef@3748playMamaAnim(Fx, libs.heaps.slib.HSpriteBatch, String, F64, F64, I32, Null, Null) → libs.heaps.HParticlef@3749playDynamicAtlasAnim(Fx, libs.heaps.slib.HSpriteBatch, DynamicLoadAtlas, String, F64, F64, I32, Ref, Ref, Ref, Ref, Ref) → libs.heaps.HParticlef@3750playMobAttackAnim(Fx, en.Mob, String, Null, Null, Null) → libs.heaps.HParticlef@3751playWeaponAnim(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.HSpritef@3752playWeaponAnimFromObject(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.HSpritef@3753playWeaponFx(Fx, Entity, String, Ref, hl.types.ArrayBytes_Int, Null, Null) → libs.heaps.slib.HSpritef@3754playTimeKeeperAttack(Fx, Entity, String, Ref, Null, Null) → libs.heaps.slib.HSpritef@3755attachToEntity(Fx, libs.heaps.HParticle, Entity, Null, Null) → Voidf@3756radiusExplosion(Fx, F64, F64, F64, I32, Ref) → Voidf@3757throneShield(Fx, F64, F64, F64, F64, I32) → Voidf@3758throneShieldExplosion(Fx, F64, F64) → Voidf@3759throneShieldStartCharge(Fx, F64, F64, F64, F64, F64) → Voidf@3760throneShieldStart(Fx, F64, F64, F64, F64) → Voidf@3761throneSmoke(Fx, F64, F64, F64, I32) → Voidf@3762_pileStone(Fx, libs.heaps.HParticle) → Voidf@3763thronePileStone(Fx, F64, F64, I32, I32, F64) → Voidf@3764thronePileExtraction(Fx, F64, F64, F64, I32, I32) → Voidf@3765throneMinorSmoke(Fx, F64, F64, F64, I32) → Voidf@3766throwWineGlass(Fx, F64, F64, F64, I32) → Voidf@3767teleporterOpen(Fx, en.inter.Teleport, I32) → Voidf@3768teleporterStart(Fx, en.inter.Teleport, I32, I32) → Voidf@3769teleporterEnd(Fx, en.inter.Teleport, I32) → Voidf@3770electricGround(Fx, F64, F64, I32) → Voidf@3771electricBall(Fx, F64, F64, F64, I32, I32) → Voidf@3772electricPillar(Fx, F64, F64, F64, F64, I32) → Voidf@3773_lightningBallFlicker(Fx, libs.heaps.HParticle) → Voidf@3774magicBallVanish(Fx, F64, F64, I32) → Voidf@3775fireBallVanish(Fx, F64, F64, Ref, Ref) → Voidf@3776fireBall(Fx, Entity, Null) → Voidf@3777skullTail(Fx, Entity, Null) → Voidf@3778frostNova(Fx, F64, F64, F64, Null) → Voidf@3779fireNova(Fx, F64, F64, F64) → Voidf@3780elecNova(Fx, F64, F64, F64) → Voidf@3781warningShockBeholder(Fx, F64, F64, F64, I32) → Voidf@3782shockBeholder(Fx, F64, F64, F64, I32, I32) → Voidf@3783shocker(Fx, F64, F64, F64, I32, I32) → Voidf@3784electricArea(Fx, Entity, F64, I32, I32) → Voidf@3785teslaCoilElectricArea(Fx, Entity, F64, I32) → Voidf@3786liquidNova(Fx, F64, F64, F64, I32, I32, I32, I32, I32) → Voidf@3787oilNova(Fx, F64, F64, F64) → Voidf@3788bloodNova(Fx, F64, F64, F64) → Voidf@3789fireEmber(Fx, F64, F64, I32, F64, F64) → Voidf@3790orbLauncherOrbSpark(Fx, F64, F64, I32, I32) → Voidf@3791fireSparks(Fx, F64, F64, Ref) → Voidf@3792aoeFire(Fx, F64, F64, Bool) → Voidf@3793candleFire(Fx, F64, F64) → Voidf@3794groundFire(Fx, F64, F64) → Voidf@3795aoeElectricity(Fx, F64, F64) → Voidf@3796aoePoisonOptimized(Fx, F64, F64, F64, I32) → Voidf@3797aoeBleedOptimized(Fx, F64, F64, F64, I32) → Voidf@3798aoeIce(Fx, F64, F64) → Voidf@3799aoeOil(Fx, F64, F64, Ref, Ref) → Voidf@3800lancerGoThroughWall(Fx, F64, F64, F64, F64, I32) → Voidf@3801_lancerRocksBounceX(Fx, libs.heaps.HParticle) → Voidf@3802mushroomAnnounce(Fx, F64, F64, F64) → Voidf@3803screamerSwordAnnounce(Fx, F64, F64, F64) → Voidf@3804mushroomPop(Fx, F64, F64, I32) → Voidf@3805teleportLightBeam(Fx, F64, Ref, Ref) → Voidf@3806entityTeleport(Fx, F64, F64, F64, F64, I32, Ref, Ref, Ref) → Voidf@3807hitLooseGold(Fx, F64, F64, I32, Null, Null) → Voidf@3808triggerSpikes(Fx, F64, F64, F64) → Voidf@3809holyRain(Fx, libs.heaps.slib.HSpriteBatch, I32) → Voidf@3810_updateHolyRain(Fx) → Funf@3811chickenHit(Fx, F64, F64, I32) → Voidf@3812scissorKillAnnounce(Fx, F64, F64, I32) → Voidf@3813fireVacuum(Fx, F64, F64, F64, F64, I32, I32) → Voidf@3814fireballChargeNova(Fx, Entity, F64) → Voidf@3815fallingRocks(Fx, F64, F64, F64) → Voidf@3816_fallingRocks(Fx) → Funf@3817adeleScytheShield(Fx, Entity) → Voidf@3818harpyHit(Fx, F64, F64, I32) → Voidf@3819boneSmoke(Fx, F64, F64, I32) → Voidf@3820purpleSmokeExplosion(Fx, F64, F64, I32, Null) → Voidf@3821dookuArenaAmbient(Fx, libs.heaps.slib.HSpriteBatch, F64, F64) → Voidf@3822playDookuAnim(Fx, libs.heaps.slib.HSpriteBatch, String, F64, F64, I32, Ref, Ref, Null, Null) → libs.heaps.HParticlef@3823dookuLaser(Fx, F64, F64, F64, F64, I32, F64) → Voidf@3824dookuLaserCharge(Fx, F64, F64, F64, I32) → Voidf@3825dookuFlightScreenPreview(Fx, F64, F64, F64, F64, F64, I32, Ref) → Voidf@3826dookuGrabWall(Fx, F64, F64, I32) → Voidf@3827dookuGiantMagmaBall(Fx, F64, F64) → Voidf@3828dookuMagicBall(Fx, Entity, F64, I32, Bool, Ref) → Voidf@3829dookuGiantMagmaBallExplosion(Fx, libs.heaps.slib.HSpriteBatch, F64, F64) → Voidf@3830katanaZeroHitLine(Fx, F64, F64, I32, F64) → Voidf@3831diverseDeckShine(Fx, F64, F64, I32, Entity) → Voidf@3832chickenWormDeath(Fx, F64, F64, I32, I32) → Voidf@3833hydraSpellTail(Fx, Entity, I32, F64) → Voidf@3834destroySkullTomb(Fx, Entity, I32) → Voidf@3835boilerRoomAttackTail(Fx, F64, F64, F64, F64, I32, Ref, Ref, Ref) → Voidf@3836katanaLine(Fx, F64, F64, F64, F64, I32, I32, Null, Null) → Voidf@3837teleportArrival(Fx, F64, F64, F64, I32) → Voidf@3838aggressiveTeleport(Fx, F64, F64, F64, F64, I32, F64, F64) → Voidf@3839dirtTeleport(Fx, F64, F64, F64, F64, I32) → Voidf@3840shadowStep(Fx, F64, F64, F64, F64, I32) → Voidf@3841entityHorizontalTeleport(Fx, Entity, F64, F64, F64, F64, I32) → Voidf@3842itemUpgradeAura(Fx, Entity, F64, F64, tool.InventItem, Ref) → Voidf@3843itemTierAura(Fx, F64, F64, tool.InventItem) → Voidf@3844blueprintShine(Fx, F64, F64, I32) → Voidf@3845blueprintPop(Fx, F64, F64, I32) → Voidf@3846chestOpenShine(Fx, F64, F64, F64, I32) → Voidf@3847pickUpUpgrade(Fx, Entity, I32, Null) → Voidf@3848flaskUnlocked(Fx, Entity, I32) → Voidf@3849pickUpAmmo(Fx, F64, F64) → Voidf@3850pickUpSpear(Fx, F64, F64, F64, F64, I32) → Voidf@3851pickUpMoney(Fx, F64, F64) → Voidf@3852pickUpLeech(Fx, F64, F64) → Voidf@3853secretHint(Fx, F64, F64, I32, F64) → Voidf@3854loreHint(Fx, F64, F64, I32, F64) → Voidf@3855secretGlow(Fx, F64, F64, I32, F64) → Voidf@3856_showGrenadeTarget(Fx, libs.heaps.HParticle) → Voidf@3857showGrenadeTarget(Fx, en.mob.boss.collector.CollectorBomb, F64, F64, F64) → Voidf@3858pressurePlate(Fx, F64, F64, I32) → Voidf@3859pressurePlateTriggered(Fx, Entity) → Voidf@3860unstablePfTriggered(Fx, Entity, F64) → Voidf@3861timedDoorReached(Fx, en.inter.Door) → Voidf@3862timedDoorCondemned(Fx, en.inter.Door) → Voidf@3863timedDoorCondemnedState(Fx, en.inter.Door) → Voidf@3864popScore(Fx, Entity, I32, I32) → Voidf@3865buyItem(Fx, F64, F64, tool.InventItem) → Voidf@3866meleeAtkBlow(Fx, F64, F64, F64, I32, I32) → Voidf@3867deflagration(Fx, F64, F64, F64, I32, I32, Ref, Ref) → Voidf@3868decoyExplosion(Fx, F64, F64, F64) → Voidf@3869oilDeflagration(Fx, F64, F64, F64) → Voidf@3870minorDeflagration(Fx, F64, F64, F64, I32, Null) → Voidf@3871cadaverExplosion(Fx, F64, F64, F64, I32) → Voidf@3872dotsExplosion(Fx, F64, F64, F64, I32) → Voidf@3873disintegrate(Fx, Entity, I32, F64) → Voidf@3874heroRespawnArrival(Fx, F64, F64, I32) → Voidf@3875petSpawn(Fx, Entity, I32) → Voidf@3876deathMageBookCharge(Fx, Entity, F64, F64, I32) → Voidf@3877deathMageInvoke(Fx, F64, F64, I32) → Voidf@3878bulletHitWall(Fx, F64, F64, I32) → Voidf@3879timedItemReached(Fx, F64, F64, I32) → Voidf@3880timedItemMissed(Fx, F64, F64, I32) → Voidf@3881headDotsExplosion(Fx, F64, F64, I32) → Voidf@3882healFountainSplash(Fx, F64, F64, I32) → Voidf@3883impact(Fx, F64, F64, I32, I32, F64) → Voidf@3884dust_effect(Fx, F64, F64, F64, I32) → Voidf@3885healFountainEnd(Fx, F64, F64, I32, I32) → Voidf@3886stoneExplosion(Fx, F64, F64, F64, I32, Null, Null) → Voidf@3887stoneHit(Fx, F64, F64, I32, I32) → Voidf@3888gardenerFrontShovelCharge(Fx, Entity, F64, I32, I32) → Voidf@3889addBrumeEmitter(Fx, F64, F64, F64, F64, Bool) → Voidf@3890brumeMoving(Fx, libs.heaps.Emitter, Bool) → Voidf@3891addSmogEmitter(Fx, F64, F64, F64, F64, Bool, libs.heaps.slib.HSpriteBatch, Ref) → libs.heaps.Emitterf@3892smogMoving(Fx, libs.heaps.Emitter, Bool) → Voidf@3893wallGrabPush(Fx, Entity, Null) → Voidf@3894hiddenBlockHit(Fx, F64, F64, I32, I32) → Voidf@3895hiddenBlockExplosion(Fx, F64, F64, I32, I32) → Voidf@3896hiddenGroundBlockExplosion(Fx, F64, F64, I32) → Voidf@3897breach(Fx, tool.atk.AttackData) → Voidf@3898critical(Fx, tool.atk.AttackData, Entity) → Voidf@3899activeDeployed(Fx, F64, F64, I32) → Voidf@3900_delayedFall(Fx, libs.heaps.HParticle) → Voidf@3901solidExplosion(Fx, F64, F64, I32, I32, Ref, Ref) → Voidf@3902projectileBlocked(Fx, Entity, Entity, I32) → Voidf@3903dirtExplosion(Fx, F64, F64, F64, I32, I32, Ref) → Voidf@3904_slimeExplosion(Fx, libs.heaps.HParticle) → Voidf@3905slimeExplosion(Fx, F64, F64, F64, I32, I32, I32) → Voidf@3906slimeTrail(Fx, F64, F64, I32, I32, I32) → Voidf@3907statueExplosion(Fx, F64, F64, I32, I32, F64, F64, F64, Null) → Voidf@3908forgeHammerHit(Fx, F64, F64, F64, I32) → Voidf@3909forgeHoverPuff(Fx, F64, F64, F64, I32, I32) → Voidf@3910vineLadderReact(Fx, F64, F64, I32) → Voidf@3911vineLadderPart(Fx, F64, F64, I32) → Voidf@3912rootTrapClosed(Fx, F64, F64, I32) → Voidf@3913jumpFrom(Fx, F64, F64, I32, I32) → Voidf@3914dodgeStart(Fx, F64, F64, I32, I32) → Voidf@3915footKick(Fx, Entity) → Voidf@3916flyingSwordDoorShake(Fx, Entity) → Voidf@3917globalShieldHit(Fx, Entity, I32) → Voidf@3918shieldWarning(Fx, Entity, I32, F64) → Voidf@3919globalShield(Fx, Entity, I32, F64, Null, Null) → Voidf@3920shieldBeholder(Fx, en.mob.boss.Beholder) → Voidf@3921behemothBlazeArmor(Fx, Entity, F64, I32) → Voidf@3922damageAura(Fx, Entity, F64, I32, F64) → Voidf@3923repeledGrenade(Fx, Entity) → Voidf@3924invalidateCachedValues(Fx) → Voidf@3925_parallax(Fx, libs.heaps.HParticle) → Voidf@3926_parallaxX(Fx, libs.heaps.HParticle) → Voidf@3927_physicsFlatten(Fx, libs.heaps.HParticle) → Voidf@3928_physics(Fx, libs.heaps.HParticle) → Voidf@3929_physicsHard(Fx, libs.heaps.HParticle) → Voidf@3930_physicsStops(Fx, libs.heaps.HParticle) → Voidf@3931_physicsOnce(Fx, libs.heaps.HParticle) → Voidf@3932wood(Fx, F64, F64, I32, Null) → Voidf@3933revive(Fx, Entity, I32) → Voidf@3934crush(Fx, F64, F64, I32, Null) → Voidf@3935wallFragmentTail(Fx, F64, F64, I32) → Voidf@3936wallFragmentAnnounce(Fx, F64, F64, F64, I32) → Voidf@3937wallFragmentExplosion(Fx, F64, F64, F64, I32) → Voidf@3938groundExplosion(Fx, F64, F64, I32, Null) → Voidf@3939groundExplosionCompact(Fx, F64, F64, I32) → Voidf@3940_raisedStone(Fx, libs.heaps.HParticle) → Voidf@3941khDeathLand(Fx, F64, F64) → Voidf@3942khDeathCharge(Fx, F64, F64, F64) → Voidf@3943_khPartsPhysics(Fx, libs.heaps.HParticle) → Voidf@3944khDeathExplosion(Fx, F64, F64) → Voidf@3945khIntroJump(Fx, F64, F64, I32) → Voidf@3946khGrenade(Fx, F64, F64, I32, F64) → Voidf@3947khRaiseStones(Fx, Entity, F64, F64, F64, I32) → Voidf@3948khRaiseStonesAt(Fx, F64, F64, I32, I32) → Voidf@3949_spark(Fx, libs.heaps.HParticle) → Voidf@3950khSparkTrail(Fx, Entity) → Voidf@3951giantSparkTrail(Fx, Entity) → Voidf@3952hkBlockedAttack(Fx, Entity, F64, I32) → Voidf@3953khFrontShield(Fx, Entity, F64, I32) → Voidf@3954ghFrontShield(Fx, en.mob.boss.giant.HandBase, F64, I32) → Voidf@3955khFrontShieldCharge(Fx, Entity, F64, I32, I32) → Voidf@3956khStompCore(Fx, F64, F64, I32, I32) → Voidf@3957khBombFallAnnounce(Fx, F64, F64, F64, I32, F64) → Voidf@3958khBombRadiusAnnounce(Fx, F64, F64, F64, F64, I32) → Voidf@3959khBombExplosion(Fx, F64, F64, F64, I32) → Voidf@3960axeStatueStomp(Fx, F64, F64, F64, I32) → Voidf@3961khStomp(Fx, F64, F64, Null, Null, tool.FxTile, tool.FxTile) → Voidf@3962khOutOfCombat(Fx, Entity, I32, I32) → Voidf@3963risingMob(Fx, F64, F64, F64, I32, Null) → Voidf@3964handClap(Fx, F64, F64) → Voidf@3965secretLeverGround(Fx, F64, F64, I32, F64) → Voidf@3966secretLeverActivated(Fx, F64, F64, I32) → Voidf@3967diveAttack(Fx, F64, F64, I32, Ref) → Voidf@3968allocDisk(Fx, F64, F64, F64, I32, Null) → libs.heaps.HParticlef@3969allocRadius(Fx, F64, F64, F64, I32, Null) → libs.heaps.HParticlef@3970radiusCase(Fx, F64, F64, F64, I32, Null) → Voidf@3971radiusFlask(Fx, F64, F64, I32) → Voidf@3972radiusATSwitch(Fx, F64, F64, I32) → Voidf@3973knockDoor(Fx, F64, F64, I32) → Voidf@3974longPress(Fx, Entity, F64, F64, I32) → Voidf@3975_mobDeathBlack(Fx, libs.heaps.HParticle) → Voidf@3976_mobDeathBlood(Fx, libs.heaps.HParticle) → Voidf@3977_mobDeathFlesh(Fx, libs.heaps.HParticle) → Voidf@3978mobDeath(Fx, en.Mob) → Voidf@3979staphyEvolution(Fx, en.Mob) → Voidf@3980staphyBloodEvolution(Fx, en.Mob) → Voidf@3981heavyMobDeath(Fx, Entity, I32) → Voidf@3982gibDrop(Fx, F64, F64, Null) → Voidf@3983gibExplosion(Fx, F64, F64) → Voidf@3984_heroCorpseConsume(Fx, libs.heaps.HParticle) → Voidf@3985heroCorpseConsume(Fx, F64, F64, F64, I32) → Voidf@3986chargeCancel(Fx, F64, F64) → Voidf@3987pointerArea(Fx, F64, F64, F64, I32) → Voidf@3988chargeCircle(Fx, F64, F64, F64, F64, Null) → Voidf@3989chargeSemiCircle(Fx, F64, F64, F64, F64, I32) → Voidf@3990chargeCircleS(Fx, F64, F64, F64, F64, Null) → Voidf@3991warnCircle(Fx, F64, F64, F64, F64, Null) → Voidf@3992chargeSweetSpot(Fx, I32, F64, F64, Bool, I32) → Voidf@3993chargeCircleToDot(Fx, F64, F64, F64, F64, Null, Null) → Voidf@3994morpherAnnounce(Fx, F64, F64, F64, F64, I32, I32) → Voidf@3995pokeCharge(Fx, F64, F64, F64, F64, I32, I32) → Voidf@3996chargeArea(Fx, tool.Area, F64, Null) → Voidf@3997debugCircle(Fx, F64, F64, F64, Null, Ref, Ref, Ref) → Voidf@3998debugArea(Fx, tool.Area, Null) → Voidf@3999debugShockWaveHit(Fx, F64, F64, F64, F64, Null) → Voidf@4000linePreview(Fx, F64, F64, F64, F64, F64, I32, Null, Ref) → Voidf@4001linePreviewBasic(Fx, F64, F64, F64, F64, F64, I32, Ref) → Voidf@4002linePreviewFaded(Fx, F64, F64, F64, F64, F64, I32, Null) → Voidf@4003lightningWallPreview(Fx, F64, F64, F64, F64, I32) → Voidf@4004lightningWallEnd(Fx, F64, F64, F64, I32) → Voidf@4005chargeExplosion(Fx, F64, F64, F64, I32) → Voidf@4006chargeDashBeholder(Fx, en.mob.boss.Beholder, F64, F64, I32) → Voidf@4007chargePunchGolem(Fx, I32, F64, F64, F64, F64, I32) → Voidf@4008chargeMage360(Fx, en.mob.Mage360, F64, I32, I32) → Voidf@4009chargeCaster(Fx, Entity, F64, I32, Ref) → Voidf@4010chargeJavelinSnakeTP(Fx, Entity, F64, I32) → Voidf@4011shootFromAir(Fx, F64, F64, I32) → Voidf@4012_electricCharge(Fx, libs.heaps.HParticle) → Voidf@4013electricCharge(Fx, F64, F64, I32, F64) → Voidf@4014warningLancer(Fx, Entity, F64, F64, Bool, F64, I32) → Voidf@4015warningTumulusTrap(Fx, Entity, F64, F64, F64, F64, I32) → Voidf@4016radiusAlertMushroomExplosion(Fx, F64, F64, F64, I32) → Voidf@4017chargeStarFree(Fx, F64, F64, F64, I32) → hl.types.ArrayObjf@4018chargeStar(Fx, Entity, F64, I32, Null) → hl.types.ArrayObjf@4019prepareRSpikes(Fx, Entity, F64, I32) → Voidf@4020shooterOrb(Fx, F64, F64, I32) → Voidf@4021orb(Fx, F64, F64, F64, F64, I32) → Voidf@4022fireThrow(Fx, F64, F64, I32, F64, Entity) → Voidf@4023burningHand(Fx, F64, F64, I32) → Voidf@4024torchFlame(Fx, F64, F64, I32) → Voidf@4025_waterBubbles(Fx, libs.heaps.HParticle) → Voidf@4026waterDirt(Fx, F64, F64, F64) → Voidf@4027waterPoolDisp(Fx, F64, F64) → Voidf@4028_waterfallTracking(Fx, libs.heaps.HParticle) → Voidf@4029waterfallDisp(Fx, level.disp.WaterFall, F64, F64, libs.heaps.slib.HSpriteBatch, Ref) → Voidf@4030waterfallLine(Fx, level.disp.WaterFall, F64, F64, libs.heaps.slib.HSpriteBatch, Ref) → Voidf@4031waterShore(Fx, libs.heaps.slib.HSpriteBatch, libs.heaps.Emitter) → Voidf@4032waterWaveSurface(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, F64, Null) → Voidf@4033waterWave(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, F64) → Voidf@4034waterHalo(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, F64, Null) → Voidf@4035waterBubbles(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, F64, Null) → Voidf@4036waterPoolSurface(Fx, F64, F64) → Voidf@4037waterPoolSurfaceWithSpriteBatch(Fx, F64, F64, libs.heaps.slib.HSpriteBatch) → Voidf@4038_waterSpout(Fx, libs.heaps.HParticle) → Voidf@4039waterSpout(Fx, F64, F64, I32, I32) → Voidf@4040mushSpores(Fx, F64, F64, F64, I32, Null) → Voidf@4041waterShower(Fx, F64, F64, F64, F64, I32) → Voidf@4042waterRainDrop(Fx, libs.heaps.Emitter, I32, Bool) → Voidf@4043waterSmallHit(Fx, F64, F64, Ref, Ref) → Voidf@4044waterFoutainSurface(Fx, F64, F64, F64, Null) → Voidf@4045_waterDropPhysics(Fx, libs.heaps.HParticle) → Voidf@4046waterHeavyHit(Fx, F64, F64, Ref) → Voidf@4047_waterShowered(Fx, libs.heaps.HParticle) → Voidf@4048waterShowered(Fx, F64, F64) → Voidf@4049dispFire(Fx, F64, F64, Ref) → Voidf@4050dispSwamp(Fx, F64, F64, h2d.SpriteBatch) → Voidf@4051distilleryArche(Fx, h2d.SpriteBatch, h2d.SpriteBatch, F64, F64, F64, F64) → Voidf@4052_dispShockWave(Fx, libs.heaps.HParticle) → Voidf@4053dispShockWave(Fx, F64, F64, F64, Null, Null) → Voidf@4054dispShockWaveDir(Fx, F64, F64, F64, I32, Null, Null, Null) → Voidf@4055kickShockWave(Fx, F64, F64, F64, I32) → Voidf@4056shockwave(Fx, F64, F64, F64) → Voidf@4057spoutCellBoss(Fx, F64, F64, F64, I32) → Voidf@4058shockwaveGroundSmoke(Fx, F64, F64, I32) → Voidf@4059dispLine(Fx, F64, F64, F64, F64) → Voidf@4060_rootsUpdate(Fx, libs.heaps.HParticle) → Voidf@4061roots(Fx, Entity, F64, I32, Ref) → Voidf@4062vegetalExplosion(Fx, F64, F64, I32) → Voidf@4063rootNova(Fx, F64, F64, F64, I32) → Voidf@4064fastFall(Fx, Entity) → Voidf@4065pulley(Fx, en.Hero, en.ltrap.Pulley) → Voidf@4066pulleyExplosion(Fx, F64, F64, I32, I32) → Voidf@4067elevator(Fx, en.inter.Elevator) → Voidf@4068cannonSpark(Fx, F64, F64, I32) → Voidf@4069elevatorArrival(Fx, en.inter.Elevator) → Voidf@4070_linkBmp(Fx, libs.heaps.HParticle) → Voidf@4071hammerPop(Fx, F64, F64) → Voidf@4072surprise(Fx, Entity, Null) → Voidf@4073cellBonusAura(Fx, Entity, I32) → Voidf@4074speech(Fx, Entity) → Voidf@4075attackAnnounceFree(Fx, F64, F64, Entity) → Voidf@4076attackAnnounce(Fx, Entity) → Voidf@4077attackAnnounceOutOfScreen(Fx, Entity, Null, Null, Viewport) → Voidf@4078warnSpecialSkill(Fx, Entity) → Voidf@4079sparkBomb(Fx, F64, F64, I32) → Voidf@4080wakeUp(Fx, Entity, Ref) → Voidf@4081wakeUpFree(Fx, F64, F64, Ref, Ref) → Voidf@4082batWakeUp(Fx, Entity) → Voidf@4083whipHit(Fx, F64, F64, I32) → Voidf@4084portalPart(Fx, F64, F64, I32) → Voidf@4085portalClosed(Fx, F64, F64, I32) → Voidf@4086collectorPortalClose(Fx, F64, F64, I32) → Voidf@4087collectorPortalStart(Fx, F64, F64, I32, I32) → Voidf@4088collectorPortalEnd(Fx, F64, F64, I32) → Voidf@4089portalStart(Fx, F64, F64, I32, I32) → Voidf@4090portalEnd(Fx, F64, F64, I32) → Voidf@4091slowedDown(Fx, Entity, I32) → Voidf@4092emitShield(Fx, F64, F64, I32) → Voidf@4093_slimeDropPhysics(Fx, libs.heaps.HParticle) → Voidf@4094liquidLine(Fx, F64, F64, F64, F64, I32, I32) → Voidf@4095slimeGround(Fx, F64, F64, I32, I32, Null) → Voidf@4096slimeGroundSpread(Fx, F64, F64, I32, I32, F64) → Voidf@4097slimeGroundWalk(Fx, F64, F64, I32, I32) → Voidf@4098biomeBase(Fx, I32, F64, I32, F64) → Voidf@4099prisonCourtyard(Fx, I32) → Voidf@4100leavesBurst(Fx, F64, F64, I32) → Voidf@4101biomeThrone(Fx) → Voidf@4102waterDropOnViewport(Fx, I32, I32, Bool) → Voidf@4103biomeTumulus(Fx, libs.heaps.slib.HSpriteBatch, libs.heaps.slib.HSpriteBatch, I32, F64, Bool, Bool) → Voidf@4104flyingSwordDoorDust(Fx, F64, F64, I32) → Voidf@4105godRays(Fx, libs.heaps.slib.HSpriteBatch, libs.heaps.Emitter, I32, F64) → Voidf@4106biomeCemetery(Fx, I32, Bool) → Voidf@4107biomeOssuary(Fx, I32) → Voidf@4108biomeCastle(Fx, I32) → Voidf@4109biomeAncientTemple(Fx, I32) → Voidf@4110giantRumble(Fx, I32) → Voidf@4111biomeClockTower(Fx) → Voidf@4112biomeCavern(Fx) → Voidf@4113_updateCliffRain(Fx, I32) → Funf@4114_isSkyHidden(Fx, F64, F64) → Boolf@4115_onDropletUpdate(Fx, libs.heaps.HParticle) → Voidf@4116biomeCliff(Fx, libs.heaps.slib.HSpriteBatch, I32, Null, F64, libs.heaps.slib.HSpriteBatch) → Voidf@4117biomeShipwreck(Fx, F64) → Voidf@4118blacksmithDrop(Fx) → Voidf@4119_ash(Fx, libs.heaps.HParticle) → Voidf@4120_homunculusDirt(Fx, libs.heaps.HParticle) → Voidf@4121homunculusWalk(Fx, Entity, I32) → Voidf@4122homunculusJump(Fx, Entity, I32) → Voidf@4123homunculusLand(Fx, F64, F64, I32) → Voidf@4124_trackEntity(Fx, libs.heaps.HParticle) → Voidf@4125_trackEntityHead(Fx, libs.heaps.HParticle) → Voidf@4126_trackEntitySpriteTop(Fx, libs.heaps.HParticle) → Voidf@4127_trackEmitter(Fx, libs.heaps.HParticle) → Voidf@4128_attractByEntity(Fx, libs.heaps.HParticle) → Voidf@4129homunculusIntrospect(Fx, F64, F64, I32, I32) → Voidf@4130_trackHead(Fx, libs.heaps.HParticle) → Voidf@4131homunculusEntrance(Fx, F64, F64, I32) → Voidf@4132homunculusHeadDrip(Fx, en.Hero, I32, F64) → Voidf@4133heroHeadCharge(Fx, en.Hero, F64, I32) → Voidf@4134heroHeadLightnings(Fx, en.Hero, F64, F64, F64, F64, I32) → Voidf@4135necromancySparkle(Fx, Entity) → Voidf@4136_lightningFlicker(Fx, libs.heaps.HParticle) → Voidf@4137lightningBolt(Fx, F64, F64, F64, F64, F64, I32, I32, Null, Null, Null) → Voidf@4138ceilLightningBolt(Fx, F64, F64, F64, F64, F64, I32, I32, Null, Null, Null) → Voidf@4139collectorPreparingLaserBeam(Fx, F64, F64, I32, I32, Entity) → Voidf@4140collectorChargeLaserBeam(Fx, Entity, F64, F64, F64, F64, I32, I32) → Voidf@4141collectorLaserBeam(Fx, Entity, F64, F64, F64, F64, I32, I32) → Voidf@4142lightningBall(Fx, F64, F64, F64, I32, I32) → Voidf@4143lightningWall(Fx, F64, F64, F64, F64, F64, F64, I32, I32, Null, Null, Ref) → Voidf@4144lightningWallBase(Fx, F64, F64, I32, I32, Bool) → Voidf@4145lightningWallHit(Fx, F64, F64, F64, F64, I32) → Voidf@4146golemTpBolt(Fx, F64, F64, F64, F64, I32, I32, F64, Null, Null) → Voidf@4147lightningBoltWhip(Fx, F64, F64, F64, F64, F64, I32, I32, Bool) → Voidf@4148shieldLightningBolt(Fx, F64, F64, F64, F64, F64, I32, I32, Bool) → Voidf@4149warnTimeKeeperSword(Fx, F64, F64, F64, F64, I32) → Voidf@4150warnGiantStalactite(Fx, F64, F64, F64, F64, I32) → Voidf@4151warnGiantLaserBeam(Fx, F64, F64, F64, F64, F64, I32) → Voidf@4152fireWallPrepare(Fx, F64, F64, F64) → Voidf@4153_fireWallRock(Fx, libs.heaps.HParticle) → Voidf@4154fireWallRock(Fx, en.FireWall, F64, F64) → Voidf@4155_fireWall(Fx, libs.heaps.HParticle) → Voidf@4156fireWall(Fx, en.FireWall, F64, F64, Ref, Ref) → Voidf@4157upgradeShrine(Fx, F64, F64, I32) → Voidf@4158shielderLink(Fx, F64, F64, F64, F64, F64, I32) → Voidf@4159axeRecalled(Fx, F64, F64, F64, F64, I32) → Voidf@4160legendaryAltarBubble(Fx, F64, F64, I32, F64) → Voidf@4161legendaryAltarLink(Fx, F64, F64, F64, F64, F64, I32, I32) → Voidf@4162noPower(Fx, F64, F64) → Voidf@4163powerLink(Fx, F64, F64, F64, F64, F64, I32, Null) → Voidf@4164_flaskDepleted(Fx, libs.heaps.HParticle) → Voidf@4165flaskDepleted(Fx, en.Hero, I32) → Voidf@4166flaskHeal(Fx, en.Hero, I32) → Voidf@4167flaskHealFree(Fx, Entity, I32, hl.types.ArrayObj) → Voidf@4168healing(Fx, Entity, I32) → Voidf@4169heroHeadPopFinal(Fx, en.Hero, I32, Null, Null) → Voidf@4170_drip(Fx, libs.heaps.HParticle) → Voidf@4171drips(Fx, F64, F64, I32, I32, Null, Null) → Voidf@4172throneFountainDrips(Fx, F64, F64, I32, I32) → Voidf@4173throneFountainEnterDrips(Fx, F64, F64, I32) → Voidf@4174throneFountainGlow(Fx, F64, F64, I32) → Voidf@4175_eliteGradient(Fx, libs.heaps.HParticle) → Voidf@4176elite(Fx, Entity, Bool) → Voidf@4177itemAltarLinkDestroyed(Fx, F64, F64, F64) → Voidf@4178itemAltarPicked(Fx, F64, F64, tool.InventItem, I32) → Voidf@4179itemAltarDisabled(Fx, F64, F64, I32) → Voidf@4180kingsSpearPowerUp(Fx, Entity) → Voidf@4181kingsSpearPowerOut(Fx, Entity) → Voidf@4182superPower(Fx, Entity, I32, Ref) → Voidf@4183superCollectorPower(Fx, en.mob.boss.Collector, I32) → Voidf@4184_cageColor(Fx, Entity, libs.heaps.HParticle, I32) → I32f@4185eliteCage(Fx, Entity, Null) → Voidf@4186eliteAnger(Fx, F64, F64) → Voidf@4187eliteWakeUp(Fx, F64, F64, Null, Null) → Voidf@4188dash(Fx, Entity, I32, I32, Ref, Ref) → Voidf@4189verticalDash(Fx, Entity, I32, I32, Ref) → Voidf@4190pullTrapReady(Fx, F64, F64, I32) → Voidf@4191pullTrapRadius(Fx, F64, F64, F64, F64, I32) → Voidf@4192pullTrapTrigger(Fx, F64, F64, F64, I32) → Voidf@4193pullTrapDeflagration(Fx, F64, F64, F64, I32) → Voidf@4194pullTrapCharge(Fx, F64, F64, F64, F64, I32) → Voidf@4195bombTrapTrigger(Fx, F64, F64, F64, I32) → Voidf@4196bombTrapCharge(Fx, F64, F64, F64, I32) → Voidf@4197bombTrapShoot(Fx, F64, F64, F64, I32) → Voidf@4198trapShine(Fx, F64, F64, I32) → Voidf@4199shurikenShine(Fx, F64, F64, I32) → Voidf@4200moneyShine(Fx, F64, F64) → Voidf@4201lootSpawn(Fx, Entity, F64, I32, I32) → Voidf@4202counteredBullet(Fx, F64, F64, F64, I32) → Voidf@4203magicBallElectric(Fx, Entity, F64, I32, I32, Ref) → Voidf@4204foggerSmoke(Fx, F64, F64, F64, I32) → Voidf@4205outOfScreenDeath(Fx, Entity, I32) → Voidf@4206fireBlue(Fx, F64, F64) → Voidf@4207fireAffect(Fx, Entity, Bool) → Voidf@4208electricityAffect(Fx, Entity) → Voidf@4209shockAffect(Fx, Entity) → Voidf@4210electricHit(Fx, F64, F64, I32) → Voidf@4211oilAffect(Fx, Entity, Ref) → Voidf@4212_spinning(Fx, libs.heaps.HParticle) → Voidf@4213spinner(Fx, Entity, F64, Ref) → Voidf@4214chargeCkSpin(Fx, Entity, F64) → Voidf@4215_chargeckSpin(Fx, libs.heaps.HParticle) → Voidf@4216_ckSpinning(Fx, libs.heaps.HParticle) → Voidf@4217spinnerEnd(Fx, Entity) → Voidf@4218runSmoke(Fx, F64, F64, I32, I32) → Voidf@4219columnWall(Fx, F64, F64, F64, I32, I32) → Voidf@4220columnWallOpening(Fx, F64, F64, I32) → Voidf@4221columnWallClosing(Fx, F64, F64, F64, I32) → Voidf@4222itemSold(Fx, F64, F64) → Voidf@4223_followMoveAng(Fx, libs.heaps.HParticle) → Voidf@4224speedComboChange(Fx, Entity, Bool) → Voidf@4225_scaleXRotation(Fx, libs.heaps.HParticle) → Voidf@4226perfectKillsDeathFeedback(Fx, Entity, Bool) → Voidf@4227groundSparks(Fx, Entity, I32, I32) → Voidf@4228dispellAoeSparks(Fx, tool.LevelAreaAffect) → Voidf@4229minimothGroundSparks(Fx, Entity, I32, I32, F64) → Voidf@4230enemyGrenade(Fx, en.Grenade, Bool) → Voidf@4231tornado(Fx, F64, F64, F64, F64, F64, I32, I32) → Voidf@4232tornadoCK(Fx, en.mob.CastleKnight, F64, F64, F64, I32, I32) → Voidf@4233tornadoGroundDirt(Fx, F64, F64, I32, I32) → Voidf@4234bomberFlyingDagger(Fx, en.mob.Bomber, F64) → libs.heaps.HParticlef@4235groundAreaAnnounce(Fx, F64, F64, I32, F64, F64) → Voidf@4236heavyIceStomp(Fx, F64, F64, I32, I32) → Voidf@4237_fireworkExplosion(Fx, libs.heaps.HParticle) → Voidf@4238firework(Fx, F64, F64, I32, I32) → Voidf@4239breakGround(Fx, I32, I32, I32, I32) → Voidf@4240breakWoodGround(Fx, I32, I32, I32, I32) → Voidf@4241breakGroundLight(Fx, I32, I32, I32, I32) → Voidf@4242breakWall(Fx, I32, I32, I32, I32, I32) → Voidf@4243lavaHeavyHit(Fx, F64, F64) → Voidf@4244lavaDive(Fx, F64, F64, F64, I32, I32) → Voidf@4245lava(Fx, F64, F64, F64, F64, I32, I32) → Voidf@4246lavaGiant(Fx, F64, F64, F64, F64) → Voidf@4247chargeGiantEye(Fx, F64, F64, F64, I32) → Voidf@4248giantLaserBeam(Fx, F64, F64, F64, F64, I32) → Voidf@4249bomberJetpack(Fx, Entity, F64, F64, F64, I32, I32) → Voidf@4250bomberJetpackSmoke(Fx, Entity, F64, F64, F64) → Voidf@4251wormGrenadeParry(Fx, Entity) → Voidf@4252giantShoryuken(Fx, F64, F64, F64, Entity, Ref) → Voidf@4253librarianPentacle(Fx, libs.heaps.slib.HSpriteBatch, Entity) → libs.heaps.HParticlef@4254swampRosesPetals(Fx, F64, F64, I32, Null) → Voidf@4255swampButterFly(Fx, F64, F64, I32) → Voidf@4256swampInsects(Fx, F64, F64, I32) → Voidf@4257simpleSmoke(Fx, F64, F64, I32) → Voidf@4258featherExplosion(Fx, F64, F64, I32, I32) → Voidf@4259eyeSpark(Fx, Entity, F64, F64) → Voidf@4260triggerTrapSparks(Fx, F64, F64) → Voidf@4261axeStatueDeath(Fx, F64, F64, F64, F64, I32, F64) → Voidf@4262amazonBrutalDash(Fx, F64, F64, F64, F64, F64, I32) → Voidf@4263servantChaseDefeat(Fx, en.Mob) → Voidf@4264tacticServantDiveAttackSign(Fx, F64, F64, I32, F64, Ref, Ref) → Voidf@4265fisherboatWaves(Fx, F64, F64, F64, I32) → Voidf@4266_fisherboatWavesUpdate(Fx, I32) → Funf@4267hollowKnightSoulBubbles(Fx, F64, F64) → Voidf@4268_firefly(Fx, libs.heaps.HParticle) → Voidf@4269hollowKnightFireflies(Fx, F64, F64, Null, Null) → Voidf@4270magnetArea(Fx, F64, F64, F64, I32) → Voidf@4271bellSoundWave(Fx, F64, F64, F64, F64) → Voidf@4272holyFire(Fx, F64, F64, F64) → Voidf@4273bibleFlyingPage(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, F64, F64) → Voidf@4274catSpecialFury(Fx, Entity, String) → Voidf@4275mermanFireBall(Fx, F64, F64, I32, F64, Entity) → Voidf@4276buerFireTrail(Fx, F64, F64, I32, F64, Bool) → Voidf@4277deathSoulsScatter(Fx, libs.heaps.slib.HSpriteBatch, F64, F64, I32, F64) → Voidf@4278deathSickleDestroy(Fx, F64, F64, I32) → Voidf@4279bridgeSmoke(Fx, F64, F64, F64, I32, Null, Null) → Voidf@4280bridgeSparks(Fx, F64, F64, F64, I32) → Voidf@4281deathTransitionExplosion(Fx, F64, F64, F64, I32) → Voidf@4282medusaGorgonLook(Fx, F64, F64, F64, F64, I32) → Voidf@4283purpleTeleportLightBeam(Fx, F64, Ref, Ref, Ref, Ref, Ref) → Voidf@4284riskOfRainTPDots(Fx, F64, F64) → Voidf@4285riskOfRainMagmaWorm(Fx, F64, F64, F64, F64, Bool, libs.heaps.slib.HSpriteBatch) → Voidf@4286tailShootingStar(Fx, Entity, I32, I32, I32, I32) → Voidf@4287impactShootingStar(Fx, F64, F64, I32, I32) → Voidf@4288tailAnathema(Fx, Entity, I32, I32) → Voidf@4289indulgenceRay(Fx, Entity) → Voidf@4290doomBringerSoundWave(Fx, F64, F64) → Voidf@4291update(Fx) → Voidf@4292trueLightningBolt(Fx, F64, F64, F64, F64, I32, Ref, Ref) → Voidf@4293queenCutLine(Fx, Virtual[angle, centerX, centerY, isActive]) → Voidf@4294getFxTileFromTier(Fx, String) → tool.FxTilef@4295generateParticleFromConf(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