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Available commands:

void                SpawnEffect( Entity::Id entity, const char * blueprint );
void                SpawnEffect( Entity::Id entity, const char * blueprint, const char * attachment );
void                SpawnEffects( Entity::Id entity, const char * type );
void                SpawnDelayedEffects( Entity::Id entity, const char * type, float delay );
void                AttachEffect( Entity::Id entity, const char * blueprint );
void                AttachEffect( Entity::Id entity, const char * blueprint, const char * attachment );
void                AttachEffects( Entity::Id entity, const char * type );
void                AttachDelayedEffects( Entity::Id entity, const char * type, float delay );
bool                HasEffectByBlueprint( Entity::Id entity, const char * blueprint );
bool                HasEffectByGroup( Entity::Id entity, const char * type );
void                DetachEffect( Entity::Id entity, const char * blueprint );
void                DetachEffect( Entity::Id entity, const char * blueprint, const char * attachment );
void                DestroyEffect( Entity::Id entity, const char * blueprint );
void                DestroyEffect( Entity::Id entity, const char * blueprint, const char * attachment );
void                DestroyEffectsByBlueprint( Entity::Id entity, const char * blueprint );
void                DestroyEffectsByAttachment( Entity::Id entity, const char * attachment );
void                DestroyEffectsByGroup( Entity::Id entity, const char * group );
void                DestroyDelayedEffectsByGroup( Entity::Id entity, const char * group, float delay );
void                SetParticleEmmissionUniform( Entity::Id entity, float amount );
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