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level.disp.Bank

level.disp.Bank

Inherits from: level.BiomeDisp

Fields

NameType
darkSpriteshl.types.ArrayObj
candleLightslibs.heaps.slib.HSpriteBatch

Protos

  • f@32712 render(level.disp.Bank) → Void
  • f@32713 decorateLevel(level.disp.Bank) → Void
  • f@32714 addStoneStamps(level.disp.Bank) → Void
  • f@32715 decorateRoom(level.disp.Bank, level.Room) → Void
  • f@32716 decorateZone(level.disp.Bank, level.DecoZone) → Void
  • f@32717 addSuspendedChest(level.disp.Bank, level.DecoZone, I32, I32, I32) → Void
  • f@32718 addAlcoves(level.disp.Bank, level.DecoZone, I32) → Void
  • f@32719 renderStructures(level.disp.Bank) → Void
  • f@32720 renderBackWalls(level.disp.Bank) → Void
  • f@32721 renderTorches(level.disp.Bank) → Void
  • f@32722 getStampWallThreshold(level.disp.Bank) → F64
  • f@32723 canStampOnAlt(level.disp.Bank, I32, Ref) → Bool
  • f@32724 addWallStamp(level.disp.Bank, I32, I32, I32, String) → Bool
  • f@32725 addCeilingStamps(level.disp.Bank, String, Null, Null) → Void
  • f@32726 addCeilingStampTile(level.disp.Bank, I32, I32, h2d.Tile) → Void
  • f@32727 canAddWallPatternOn(level.disp.Bank, I32) → Bool
  • f@32728 tryAddWallPattern(level.disp.Bank, I32, I32, I32, String) → Bool
  • f@32729 renderWindows(level.disp.Bank) → Void
  • f@32730 canPlaceWindowAt(level.disp.Bank, I32, I32, I32) → Bool
  • f@32731 checkWindowBorder(level.disp.Bank, I32, I32) → Bool
  • f@32732 isOnlyCollision(level.disp.Bank, I32, I32) → Bool
  • f@32733 renderWallTransitions(level.disp.Bank) → Void
  • f@32734 clear(level.disp.Bank) → Void
  • f@32735 onDispose(level.disp.Bank) → Void

Bindings

  • static f@32711 __constructor__(level.disp.Bank, pr.Level, level.LevelMap) → Void