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Undodgeable Projectiles

A way to code enemy projectiles that cannot be dodge rolled over.

Difficulty: 1/10

Required code:
public class UndodgeableProjectile : Projectile
{
protected override void OnPreCollision(SpeculativeRigidbody myRigidbody, PixelCollider myCollider, SpeculativeRigidbody otherRigidbody, PixelCollider otherCollider)
{
if (otherRigidbody == Shooter && !allowSelfShooting)
{
PhysicsEngine.SkipCollision = true;
return;
}
if (otherRigidbody.gameActor != null && otherRigidbody.gameActor is PlayerController && (!collidesWithPlayer || (otherRigidbody.gameActor as PlayerController).IsGhost || (otherRigidbody.gameActor as PlayerController).IsEthereal))
{
PhysicsEngine.SkipCollision = true;
return;
}
if (otherRigidbody.aiActor)
{
if (Owner is PlayerController && !otherRigidbody.aiActor.IsNormalEnemy)
{
PhysicsEngine.SkipCollision = true;
return;
}
if (Owner is AIActor && !collidesWithEnemies && otherRigidbody.aiActor.IsNormalEnemy && !otherRigidbody.aiActor.HitByEnemyBullets)
{
PhysicsEngine.SkipCollision = true;
return;
}
}
if (!GameManager.PVP_ENABLED && Owner is PlayerController && otherRigidbody.GetComponent<PlayerController>() != null && !allowSelfShooting)
{
PhysicsEngine.SkipCollision = true;
return;
}
if (GameManager.Instance.InTutorial)
{
PlayerController component = otherRigidbody.GetComponent<PlayerController>();
if (component)
{
if (component.spriteAnimator.QueryInvulnerabilityFrame())
{
GameManager.BroadcastRoomTalkDoerFsmEvent("playerDodgedBullet");
}
else if (component.IsDodgeRolling)
{
GameManager.BroadcastRoomTalkDoerFsmEvent("playerAlmostDodgedBullet");
}
else
{
GameManager.BroadcastRoomTalkDoerFsmEvent("playerDidNotDodgeBullet");
}
}
}
if (collidesWithProjectiles && collidesOnlyWithPlayerProjectiles && otherRigidbody.projectile && !(otherRigidbody.projectile.Owner is PlayerController))
{
PhysicsEngine.SkipCollision = true;
return;
}
}
protected override HandleDamageResult HandleDamage(SpeculativeRigidbody rigidbody, PixelCollider hitPixelCollider, out bool killedTarget, PlayerController player, bool alreadyPlayerDelayed = false)
{
killedTarget = false;
if (rigidbody.ReflectProjectiles)
{
return HandleDamageResult.NO_HEALTH;
}
if (!rigidbody.healthHaver)
{
return HandleDamageResult.NO_HEALTH;
}
if (!alreadyPlayerDelayed && s_delayPlayerDamage && player)
{
return HandleDamageResult.HEALTH;
}
bool flag = !rigidbody.healthHaver.IsDead;
float num = ModifiedDamage;
if (Owner is AIActor && rigidbody && rigidbody.aiActor && (Owner as AIActor).IsNormalEnemy)
{
num = ProjectileData.FixedFallbackDamageToEnemies;
if (rigidbody.aiActor.HitByEnemyBullets)
{
num /= 4f;
}
}
int healthHaverHitCount = (int)ProjectileHealthHaverHitCountInfo.GetValue(this);
if (Owner is PlayerController && m_hasPierced && healthHaverHitCount >= 1)
{
int num2 = Mathf.Clamp(healthHaverHitCount - 1, 0, GameManager.Instance.PierceDamageScaling.Length - 1);
num *= GameManager.Instance.PierceDamageScaling[num2];
}
if (OnWillKillEnemy != null && num >= rigidbody.healthHaver.GetCurrentHealth())
{
OnWillKillEnemy(this, rigidbody);
}
if (rigidbody.healthHaver.IsBoss)
{
num *= BossDamageMultiplier;
}
if (BlackPhantomDamageMultiplier != 1f && rigidbody.aiActor && rigidbody.aiActor.IsBlackPhantom)
{
num *= BlackPhantomDamageMultiplier;
}
bool flag2 = false;
if (DelayedDamageToExploders)
{
flag2 = (rigidbody.GetComponent<ExplodeOnDeath>() && rigidbody.healthHaver.GetCurrentHealth() <= num);
}
if (!flag2)
{
HealthHaver healthHaver = rigidbody.healthHaver;
float damage = num;
Vector2 velocity = specRigidbody.Velocity;
string ownerName = OwnerName;
CoreDamageTypes coreDamageTypes = damageTypes;
DamageCategory damageCategory = (!IsBlackBullet) ? DamageCategory.Normal : DamageCategory.BlackBullet;
healthHaver.ApplyDamage(damage, velocity, ownerName, coreDamageTypes, damageCategory, true, hitPixelCollider, ignoreDamageCaps);
if (player && player.OnHitByProjectile != null)
{
player.OnHitByProjectile(this, player);
}
}
else
{
rigidbody.StartCoroutine((IEnumerator)ProjectileHandleDelayedDamageInfo.Invoke(this, new object[] { rigidbody, num, specRigidbody.Velocity, hitPixelCollider }));
}
if (Owner && Owner is AIActor && player)
{
(Owner as AIActor).HasDamagedPlayer = true;
}
killedTarget = (flag && rigidbody.healthHaver.IsDead);
if (!killedTarget && rigidbody.gameActor != null)
{
if (AppliesPoison && UnityEngine.Random.value < PoisonApplyChance)
{
rigidbody.gameActor.ApplyEffect(healthEffect, 1f, null);
}
if (AppliesSpeedModifier && UnityEngine.Random.value < SpeedApplyChance)
{
rigidbody.gameActor.ApplyEffect(speedEffect, 1f, null);
}
if (AppliesCharm && UnityEngine.Random.value < CharmApplyChance)
{
rigidbody.gameActor.ApplyEffect(charmEffect, 1f, null);
}
if (AppliesFreeze && UnityEngine.Random.value < FreezeApplyChance)
{
rigidbody.gameActor.ApplyEffect(freezeEffect, 1f, null);
}
if (AppliesCheese && UnityEngine.Random.value < CheeseApplyChance)
{
rigidbody.gameActor.ApplyEffect(cheeseEffect, 1f, null);
}
if (AppliesBleed && UnityEngine.Random.value < BleedApplyChance)
{
rigidbody.gameActor.ApplyEffect(bleedEffect, -1f, this);
}
if (AppliesFire && UnityEngine.Random.value < FireApplyChance)
{
rigidbody.gameActor.ApplyEffect(fireEffect, 1f, null);
}
if (AppliesStun && UnityEngine.Random.value < StunApplyChance && rigidbody.gameActor.behaviorSpeculator)
{
rigidbody.gameActor.behaviorSpeculator.Stun(AppliedStunDuration, true);
}
for (int i = 0; i < statusEffectsToApply.Count; i++)
{
rigidbody.gameActor.ApplyEffect(statusEffectsToApply[i], 1f, null);
}
}
ProjectileHealthHaverHitCountInfo.SetValue(this, healthHaverHitCount + 1);
return (!killedTarget) ? HandleDamageResult.HEALTH : HandleDamageResult.HEALTH_AND_KILLED;
}
}
public static T CopyFields<T>(Projectile sample2) where T : Projectile
{
T sample = sample2.gameObject.AddComponent<T>();
sample.PossibleSourceGun = sample2.PossibleSourceGun;
sample.SpawnedFromOtherPlayerProjectile = sample2.SpawnedFromOtherPlayerProjectile;
sample.PlayerProjectileSourceGameTimeslice = sample2.PlayerProjectileSourceGameTimeslice;
sample.BulletScriptSettings = sample2.BulletScriptSettings;
sample.damageTypes = sample2.damageTypes;
sample.allowSelfShooting = sample2.allowSelfShooting;
sample.collidesWithPlayer = sample2.collidesWithPlayer;
sample.collidesWithProjectiles = sample2.collidesWithProjectiles;
sample.collidesOnlyWithPlayerProjectiles = sample2.collidesOnlyWithPlayerProjectiles;
sample.projectileHitHealth = sample2.projectileHitHealth;
sample.collidesWithEnemies = sample2.collidesWithEnemies;
sample.shouldRotate = sample2.shouldRotate;
sample.shouldFlipVertically = sample2.shouldFlipVertically;
sample.shouldFlipHorizontally = sample2.shouldFlipHorizontally;
sample.ignoreDamageCaps = sample2.ignoreDamageCaps;
sample.baseData = sample2.baseData;
sample.AppliesPoison = sample2.AppliesPoison;
sample.PoisonApplyChance = sample2.PoisonApplyChance;
sample.healthEffect = sample2.healthEffect;
sample.AppliesSpeedModifier = sample2.AppliesSpeedModifier;
sample.SpeedApplyChance = sample2.SpeedApplyChance;
sample.speedEffect = sample2.speedEffect;
sample.AppliesCharm = sample2.AppliesCharm;
sample.CharmApplyChance = sample2.CharmApplyChance;
sample.charmEffect = sample2.charmEffect;
sample.AppliesFreeze = sample2.AppliesFreeze;
sample.FreezeApplyChance = sample2.FreezeApplyChance;
sample.freezeEffect = (sample2.freezeEffect);
sample.AppliesFire = sample2.AppliesFire;
sample.FireApplyChance = sample2.FireApplyChance;
sample.fireEffect = (sample2.fireEffect);
sample.AppliesStun = sample2.AppliesStun;
sample.StunApplyChance = sample2.StunApplyChance;
sample.AppliedStunDuration = sample2.AppliedStunDuration;
sample.AppliesBleed = sample2.AppliesBleed;
sample.bleedEffect = (sample2.bleedEffect);
sample.AppliesCheese = sample2.AppliesCheese;
sample.CheeseApplyChance = sample2.CheeseApplyChance;
sample.cheeseEffect = (sample2.cheeseEffect);
sample.BleedApplyChance = sample2.BleedApplyChance;
sample.CanTransmogrify = sample2.CanTransmogrify;
sample.ChanceToTransmogrify = sample2.ChanceToTransmogrify;
sample.TransmogrifyTargetGuids = sample2.TransmogrifyTargetGuids;
sample.BossDamageMultiplier = sample2.BossDamageMultiplier;
sample.SpawnedFromNonChallengeItem = sample2.SpawnedFromNonChallengeItem;
sample.TreatedAsNonProjectileForChallenge = sample2.TreatedAsNonProjectileForChallenge;
sample.hitEffects = sample2.hitEffects;
sample.CenterTilemapHitEffectsByProjectileVelocity = sample2.CenterTilemapHitEffectsByProjectileVelocity;
sample.wallDecals = sample2.wallDecals;
sample.persistTime = sample2.persistTime;
sample.angularVelocity = sample2.angularVelocity;
sample.angularVelocityVariance = sample2.angularVelocityVariance;
sample.spawnEnemyGuidOnDeath = sample2.spawnEnemyGuidOnDeath;
sample.HasFixedKnockbackDirection = sample2.HasFixedKnockbackDirection;
sample.FixedKnockbackDirection = sample2.FixedKnockbackDirection;
sample.pierceMinorBreakables = sample2.pierceMinorBreakables;
sample.objectImpactEventName = sample2.objectImpactEventName;
sample.enemyImpactEventName = sample2.enemyImpactEventName;
sample.onDestroyEventName = sample2.onDestroyEventName;
sample.additionalStartEventName = sample2.additionalStartEventName;
sample.IsRadialBurstLimited = sample2.IsRadialBurstLimited;
sample.MaxRadialBurstLimit = sample2.MaxRadialBurstLimit;
sample.AdditionalBurstLimits = sample2.AdditionalBurstLimits;
sample.AppliesKnockbackToPlayer = sample2.AppliesKnockbackToPlayer;
sample.PlayerKnockbackForce = sample2.PlayerKnockbackForce;
sample.HasDefaultTint = sample2.HasDefaultTint;
sample.DefaultTintColor = sample2.DefaultTintColor;
sample.IsCritical = sample2.IsCritical;
sample.BlackPhantomDamageMultiplier = sample2.BlackPhantomDamageMultiplier;
sample.PenetratesInternalWalls = sample2.PenetratesInternalWalls;
sample.neverMaskThis = sample2.neverMaskThis;
sample.isFakeBullet = sample2.isFakeBullet;
sample.CanBecomeBlackBullet = sample2.CanBecomeBlackBullet;
sample.TrailRenderer = sample2.TrailRenderer;
sample.CustomTrailRenderer = sample2.CustomTrailRenderer;
sample.ParticleTrail = sample2.ParticleTrail;
sample.DelayedDamageToExploders = sample2.DelayedDamageToExploders;
sample.OnHitEnemy = sample2.OnHitEnemy;
sample.OnWillKillEnemy = sample2.OnWillKillEnemy;
sample.OnBecameDebris = sample2.OnBecameDebris;
sample.OnBecameDebrisGrounded = sample2.OnBecameDebrisGrounded;
sample.IsBlackBullet = sample2.IsBlackBullet;
sample.statusEffectsToApply = sample2.statusEffectsToApply;
sample.AdditionalScaleMultiplier = sample2.AdditionalScaleMultiplier;
sample.ModifyVelocity = sample2.ModifyVelocity;
sample.CurseSparks = sample2.CurseSparks;
sample.PreMoveModifiers = sample2.PreMoveModifiers;
sample.OverrideMotionModule = sample2.OverrideMotionModule;
sample.Shooter = sample2.Shooter;
sample.Owner = sample2.Owner;
sample.Speed = sample2.Speed;
sample.Direction = sample2.Direction;
sample.DestroyMode = sample2.DestroyMode;
sample.Inverted = sample2.Inverted;
sample.LastVelocity = sample2.LastVelocity;
sample.ManualControl = sample2.ManualControl;
sample.ForceBlackBullet = sample2.ForceBlackBullet;
sample.IsBulletScript = sample2.IsBulletScript;
sample.OverrideTrailPoint = sample2.OverrideTrailPoint;
sample.SkipDistanceElapsedCheck = sample2.SkipDistanceElapsedCheck;
sample.ImmuneToBlanks = sample2.ImmuneToBlanks;
sample.ImmuneToSustainedBlanks = sample2.ImmuneToSustainedBlanks;
sample.ForcePlayerBlankable = sample2.ForcePlayerBlankable;
sample.IsReflectedBySword = sample2.IsReflectedBySword;
sample.LastReflectedSlashId = sample2.LastReflectedSlashId;
sample.TrailRendererController = sample2.TrailRendererController;
sample.braveBulletScript = sample2.braveBulletScript;
sample.TrapOwner = sample2.TrapOwner;
sample.SuppressHitEffects = sample2.SuppressHitEffects;
UnityEngine.Object.Destroy(sample2);
return sample;
}
public static FieldInfo ProjectileHealthHaverHitCountInfo = typeof(Projectile).GetField("m_healthHaverHitCount", AnyBindingFlags);
public static MethodInfo ProjectileHandleDelayedDamageInfo = typeof(Projectile).GetMethod("HandleDelayedDamage", AnyBindingFlags);
public static BindingFlags AnyBindingFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static;
To spawn a bullet with this effect:
CopyFields<UndodgeableProjectile>(bulletObj.GetComponent<Projectile>());