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level.disp.Prison

level.disp.Prison

Inherits from: level.BiomeDisp

Fields

NameType
godRayshl.types.ArrayObj
bigHoleBgTexh3d.mat.Texture
bigHoleFgTexh3d.mat.Texture
smallHoleBgTexhl.types.ArrayObj
smallHoleFgTexhl.types.ArrayObj
biomeString
bigDoorTileshl.types.ArrayObj
smallDoorTileshl.types.ArrayObj

Protos

  • f@33172 decorateLevel(level.disp.Prison) → Void
  • f@33173 decorateRoom(level.disp.Prison, level.Room) → Void
  • f@33174 createHoles(level.disp.Prison, level.Room, Bool, Ref, Ref) → Void
  • f@33175 createHoleGrid(level.disp.Prison, level.Room, hl.types.ArrayObj) → hl.types.ArrayObj
  • f@33176 decorateZone(level.disp.Prison, level.DecoZone) → Void
  • f@33177 addBigDoors(level.disp.Prison, level.DecoZone) → Void
  • f@33178 addSmallDoors(level.disp.Prison, level.DecoZone) → Void
  • f@33179 addShelves(level.disp.Prison, level.DecoZone) → Void
  • f@33180 addBanner(level.disp.Prison, F64, F64, I32) → Void
  • f@33181 addSuspendedCage(level.disp.Prison, I32, I32, I32) → Void
  • f@33182 addWindows(level.disp.Prison, level.DecoZone) → Void
  • f@33183 addWallLight(level.disp.Prison, level.Room, F64, F64) → Void
  • f@33184 addMushroom(level.disp.Prison, I32, I32) → Void
  • f@33185 addHoleBackground(level.disp.Prison, level.Room, I32, I32, I32, I32) → Void
  • f@33186 postUpdate(level.disp.Prison) → Void
  • f@33187 renderFrontCorner(level.disp.Prison, libs.tilemap.CornerType, I32, I32, I32, I32, Bool) → Void
  • f@33188 addSmallArch(level.disp.Prison, level.DecoZone) → Void
  • f@33189 onDispose(level.disp.Prison) → Void

Bindings

  • static f@33171 __constructor__(level.disp.Prison, pr.Level, level.LevelMap, String) → Void