GameObject ➜ hitme ➜ enemy
Parent of all enemies
Children: Bandit, BanditBoss, BigFish, BigMaggot, BoneFish, BuffGator, Crab, CrownGuardian, CrownGuardianOld, CustomEnemy, DogGuardian, DogMissile, EliteGrunt, EliteInspector, EliteShielder, EnemyHorror, ExploFreak, ExploGuardian, Exploder, FastRat, FireBaller, FiredMaggot, Freak, FrogQueen, Gator, GhostGuardian, GoldScorpion, GoldSnowTank, Grunt, Guardian, HyperCrystal, Inspector, InvSpider, Jock, JungleAssassin, JungleBandit, JungleFly, Last, LilHunter, Maggot, MaggotSpawn, MeleeBandit, Mimic, Molefish, Molesarge, Necromancer, Nothing, Nothing2, OasisBoss, PopoFreak, RadMaggot, Rat, Ratking, RatkingRage, Raven, RhinoFreak, Salamander, Scorpion, ScrapBoss, ScrapBossMissile, Shielder, Sniper, SnowBot, SnowTank, Spider, SuperFireBaller, SuperFrog, SuperMimic, TechnoMancer, Turret, Turtle, Van, Wolf, crystaltype
Variables:
from hitme
Object: hitme
3-frame sprite for taking damage
"bigger" entities are harder to push around
Default enemy team is 1, default IDPD team is 3
from enemy
Charge attack sprite, if any
Normal attack sprite, if any
Whether the enemy should leave a corpse
Whether the enemy can deal contact damage right now
Any enemy can only deal contact damage once per second at most.
Whether the enemy should not be killed for being off-level
Set by level generator, used for weapon drops
Number of kills added for killing this enemy
If set to false, enemy will not auto-update target
Player upon dealing contact damage
Weapon offset for enemies that have them
number of rads dropped upon death
Number of rads dropped upon death
how much damage we deal on contact
How much damage we deal on contact
Alarms:
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alarm[11]
: Resets canmelee back to 1