enemy

GameObjecthitmeenemy

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
from hitme

Object: hitme

nexthurt: number
spr_shadow: number

Shadow sprite (if any)

spr_shadow_x: number

Shadow X offset

spr_shadow_y: number

Shadow Y offset

spr_idle: sprite

Played if (speed == 0)

spr_walk: sprite

Played if (speed != 0)

spr_hurt: sprite

3-frame sprite for taking damage

spr_dead: sprite

Death+corpse sprite

maxhealth: number

Maximum health

my_health: number

Current health

size: number

"bigger" entities are harder to push around

team: number

Default enemy team is 1, default IDPD team is 3

snd_hurt: sound

Played upon hit

snd_dead: sound

Played upon death

from enemy
from enemy
spr_chrg: sprite

Charge attack sprite, if any

spr_fire: sprite

Normal attack sprite, if any

corpse: number

Whether the enemy should leave a corpse

canmelee: number

Whether the enemy can deal contact damage right now Any enemy can only deal contact damage once per second at most.

canfly: number

Whether the enemy should not be killed for being off-level

wepseed: number

Set by level generator, used for weapon drops

Facing direction

kills: number

Number of kills added for killing this enemy

target

Current player to pursue

cantarget: bool

If set to false, enemy will not auto-update target

snd_mele: sound

Player upon dealing contact damage

wkick: number

Weapon offset for enemies that have them

raddrop: number

number of rads dropped upon death Number of rads dropped upon death

hitid: int
meleedamage: number

how much damage we deal on contact How much damage we deal on contact

Alarms:

  • alarm[11]: Resets canmelee back to 1