moving to submodules
This commit is contained in:
parent
520ec52ef9
commit
af269230df
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@ -1,3 +0,0 @@
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|||
[submodule "isaac-typescript-definitions"]
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path = isaac-typescript-definitions
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url = https://github.com/IsaacScript/isaac-typescript-definitions
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@ -1,442 +0,0 @@
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{
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||||
"version": "0.2",
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"words": [
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"abplus",
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"actiontrigger",
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"adderline",
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"adjacentcoords",
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||||
"akeldama",
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||||
"algiz",
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||||
"allownonmain",
|
||||
"allowwispspawn",
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||||
"anims",
|
||||
"ansuz",
|
||||
"apollyons",
|
||||
"armyfly",
|
||||
"ashpit",
|
||||
"athame",
|
||||
"attackfly",
|
||||
"azazels",
|
||||
"babys",
|
||||
"backasswards",
|
||||
"backsplit",
|
||||
"baphomet",
|
||||
"batterycharge",
|
||||
"batterydischarge",
|
||||
"beelzeblub",
|
||||
"berkano",
|
||||
"bffs",
|
||||
"bigchest",
|
||||
"bigspider",
|
||||
"binky",
|
||||
"blackhole",
|
||||
"blackjudas",
|
||||
"blackpowder",
|
||||
"blankface",
|
||||
"bloaty",
|
||||
"blobby",
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"blockbreak",
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||||
"bloodbank",
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||||
"bloodshoot",
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||||
"blub",
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"bluebaby",
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||||
"bluebabys",
|
||||
"bluefly",
|
||||
"bluewomb",
|
||||
"bnot",
|
||||
"bogo",
|
||||
"bombchest",
|
||||
"bombdrop",
|
||||
"bomberang",
|
||||
"bombgagger",
|
||||
"bombplaced",
|
||||
"boomfly",
|
||||
"bossdeath",
|
||||
"bosspool",
|
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"bossrush",
|
||||
"brainer",
|
||||
"brimtech",
|
||||
"bshl",
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"bshr",
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||||
"btmills",
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||||
"bulletpoint",
|
||||
"bumbino",
|
||||
"bumbo",
|
||||
"burstsplit",
|
||||
"buttlicker",
|
||||
"cache",
|
||||
"cadavra",
|
||||
"cadetblue",
|
||||
"cambion",
|
||||
"camelcase",
|
||||
"camillo",
|
||||
"camo",
|
||||
"cantripped",
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||||
"carbattery",
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||||
"cardpillused",
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||||
"cardtype",
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||||
"castleportcullis",
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||||
"chdir",
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"childs",
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"CHUBBER",
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||||
"clickety",
|
||||
"colostomia",
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||||
"cooldown",
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||||
"coplayer",
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||||
"cpad",
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"crackwave",
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||||
"crafter",
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"crossfade",
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||||
"customvardata",
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"cutscene",
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"cutscenes",
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"cyclopia",
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||||
"daddylonglegs",
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"dagaz",
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||||
"datagrams",
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"dataminer",
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||||
"decap",
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"derp",
|
||||
"devilroom",
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||||
"diah",
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||||
"dimedrop",
|
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"dimepickup",
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"dinf",
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"dinga",
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"dont",
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"doorslot",
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"doorslots",
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"dople",
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"doublepack",
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"dpad",
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"dukie",
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"ecoli",
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"ehwaz",
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"eid's",
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"entcoll",
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"errorbuzz",
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"eternalchest",
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"eternalfly",
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"evillaugh",
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"evis",
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"exlax",
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"explosivo",
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"explossion",
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"eyepatch",
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"fadein",
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"fartigan",
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"fartwave",
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"fcuk",
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"firedeath",
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"firedelay",
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"fistpound",
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"fistuloid",
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"flaminghopper",
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"forestboss",
|
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"forgotten's",
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"friendball",
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"gamekid",
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"gaper",
|
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"gaper's",
|
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"gascan",
|
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"gello",
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"getpeername",
|
||||
"getsockname",
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||||
"gettime",
|
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"giga",
|
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"goldenbomb",
|
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"goldenkey",
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"goldentroll",
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"gooattach",
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"goodeath",
|
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"greedmode",
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"gridcoll",
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"grident",
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"GRIDENTITY",
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"gridpivot",
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"gridsize",
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"gridspawn",
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"gridx",
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"gridy",
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"groundpound",
|
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"grroowl",
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"guppys",
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"gurdy",
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"gurg",
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"gurglings",
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"haemo",
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"haemolacria",
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"hagalaz",
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"halfsec",
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"hauntedchest",
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"heartin",
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"heartout",
|
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"hellboss",
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"hematemesis",
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"hematemisis",
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"hemoptysis",
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"holyroom",
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"holywater",
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"horf",
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"hornfel",
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"humbleing",
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"hushy",
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"hydrobounce",
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"hypercoagulation",
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"icongroup",
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"iconpositioncenter",
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"iconpositions",
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"isaacdies",
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"isaacs",
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"isaacscript",
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"isdoor",
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"itemactivated",
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"itempools",
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"itemrecharge",
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"itemsdropped",
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"itemstate",
|
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"iwata",
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"jera",
|
||||
"joinmultiplayer",
|
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"keybind",
|
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"keyfamiliar",
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"keypickup",
|
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"killswitch",
|
||||
"kineti",
|
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"knockback",
|
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"krampus",
|
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"lachryphagy",
|
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"largeiconpositioncenter",
|
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"largeiconpositions",
|
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"larryjr",
|
||||
"laserring",
|
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"lasershot",
|
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"lavaball",
|
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"lemegeton",
|
||||
"leprocy",
|
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"lerp",
|
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"lightbolt",
|
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"lockedchest",
|
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"lokii",
|
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"lokis",
|
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"longlegs",
|
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"lost's",
|
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"luadebug",
|
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"luamod",
|
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"luarun",
|
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"luckypenny",
|
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"luckypickup",
|
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"ludovico",
|
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"maggotcharge",
|
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"maggy",
|
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"maggys",
|
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"maxs",
|
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"meatheadshoot",
|
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"meconium",
|
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"megablast",
|
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"megachest",
|
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"membrain",
|
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"menuback",
|
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"menuconfirm",
|
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"menudown",
|
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"menuexit",
|
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"menuleft",
|
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"menult",
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"menuright",
|
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"menurt",
|
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"menutab",
|
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"menuup",
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"mercurius",
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"migan",
|
||||
"mimicchest",
|
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"minecart",
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"miniboss",
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"minisaac",
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||||
"ministro",
|
||||
"mockulus",
|
||||
"modconfig",
|
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"modder",
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||||
"momschest",
|
||||
"monstro",
|
||||
"monstros",
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||||
"montezumas",
|
||||
"moter",
|
||||
"mothershadow",
|
||||
"mrmaw",
|
||||
"mucormycosis",
|
||||
"mult",
|
||||
"necro",
|
||||
"necronomicon",
|
||||
"neptunus",
|
||||
"nickeldrop",
|
||||
"nickelpickup",
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||||
"noanim",
|
||||
"noannouncer",
|
||||
"nocostume",
|
||||
"nokill",
|
||||
"nopits",
|
||||
"notchedaxe",
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||||
"npcs",
|
||||
"nullitems",
|
||||
"oldchest",
|
||||
"onans",
|
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"orangedots",
|
||||
"ouroboros",
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||||
"outro",
|
||||
"parasitoid",
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"peffect",
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"pennydrop",
|
||||
"pennypickup",
|
||||
"percs",
|
||||
"perthro",
|
||||
"pillcard",
|
||||
"pilleffect",
|
||||
"pitsonly",
|
||||
"playdough",
|
||||
"playerform",
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||||
"playerobjects",
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||||
"playeronly",
|
||||
"playstation",
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||||
"pnpify",
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"polty",
|
||||
"polycephalus",
|
||||
"poofer",
|
||||
"poopitem",
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||||
"poot",
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||||
"pooter",
|
||||
"popout",
|
||||
"powerup",
|
||||
"pupula",
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||||
"pushable",
|
||||
"pyro",
|
||||
"quadsplit",
|
||||
"quakey",
|
||||
"questionmark",
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||||
"raglich",
|
||||
"ragling",
|
||||
"receivefrom",
|
||||
"redchest",
|
||||
"reddots",
|
||||
"redheart",
|
||||
"redlightning",
|
||||
"REDSKULL",
|
||||
"reimplement",
|
||||
"removeactive",
|
||||
"respawn",
|
||||
"respawning",
|
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"robo",
|
||||
"rockb",
|
||||
"rockt",
|
||||
"roid",
|
||||
"roomshape",
|
||||
"roomshapes",
|
||||
"roomtypes",
|
||||
"roundy",
|
||||
"samsons",
|
||||
"sarisia",
|
||||
"satans",
|
||||
"saturnus",
|
||||
"savy",
|
||||
"schythe",
|
||||
"screem",
|
||||
"secretroom",
|
||||
"Semivisited",
|
||||
"sendto",
|
||||
"setpeername",
|
||||
"settimeout",
|
||||
"shakey",
|
||||
"shellgame",
|
||||
"shoop",
|
||||
"shootdown",
|
||||
"shootleft",
|
||||
"shootright",
|
||||
"shootup",
|
||||
"shopitem",
|
||||
"shotspeed",
|
||||
"sidewave",
|
||||
"skinball",
|
||||
"slotspawn",
|
||||
"soulhearts",
|
||||
"specialrooms",
|
||||
"spiderbaby",
|
||||
"spikeball",
|
||||
"spikedchest",
|
||||
"spindown",
|
||||
"spitty",
|
||||
"spity",
|
||||
"splurt",
|
||||
"spritesheet",
|
||||
"spritesheets",
|
||||
"squeezy",
|
||||
"stageapi",
|
||||
"stagetype",
|
||||
"starflash",
|
||||
"steamapps",
|
||||
"stickynickel",
|
||||
"stompy",
|
||||
"stonehead",
|
||||
"stoneshoot",
|
||||
"sucky",
|
||||
"summonable",
|
||||
"summonsound",
|
||||
"sumptorium",
|
||||
"superbum",
|
||||
"supergreed",
|
||||
"superholy",
|
||||
"supertroll",
|
||||
"suplex",
|
||||
"synthoil",
|
||||
"tammys",
|
||||
"tarboy",
|
||||
"tarotcard",
|
||||
"tearcolor",
|
||||
"tearflag",
|
||||
"tearimpacts",
|
||||
"technote",
|
||||
"telepills",
|
||||
"teleporter",
|
||||
"teleporting",
|
||||
"texel",
|
||||
"textbox",
|
||||
"theforgotten",
|
||||
"thelost",
|
||||
"thesoul",
|
||||
"throwablebomb",
|
||||
"thumbsdown",
|
||||
"thumbsup",
|
||||
"tinytoma",
|
||||
"tmtrainer",
|
||||
"treasurel",
|
||||
"treasureroom",
|
||||
"triachnid",
|
||||
"trisagion",
|
||||
"tropicamide",
|
||||
"tstl",
|
||||
"turdlet",
|
||||
"turdling",
|
||||
"turnbull",
|
||||
"ultragreed",
|
||||
"ultrapride",
|
||||
"ultrasecret",
|
||||
"unregisters",
|
||||
"userdata",
|
||||
"vasculitis",
|
||||
"verysmall",
|
||||
"vurp",
|
||||
"waka",
|
||||
"walkingboil",
|
||||
"waterthrashing",
|
||||
"whitepony",
|
||||
"willo",
|
||||
"wizoob",
|
||||
"wofsauge's",
|
||||
"woodenchest",
|
||||
"woom",
|
||||
"wotl",
|
||||
"xxxxxxxxl",
|
||||
"yarnpkg",
|
||||
"ybab",
|
||||
"zamiel",
|
||||
"zamiell"
|
||||
]
|
||||
}
|
|
@ -1,66 +0,0 @@
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|||
// This is the configuration file for ESLint, the TypeScript linter
|
||||
// https://eslint.org/docs/user-guide/configuring
|
||||
module.exports = {
|
||||
extends: [
|
||||
// The linter base is the shared IsaacScript config
|
||||
// https://github.com/IsaacScript/eslint-config-isaacscript/blob/main/base.js
|
||||
"eslint-config-isaacscript/base",
|
||||
],
|
||||
|
||||
parserOptions: {
|
||||
// ESLint needs to know about the project's TypeScript settings in order for TypeScript-specific
|
||||
// things to lint correctly
|
||||
// We do not point this at "./tsconfig.json" because certain files (such at this file) should be
|
||||
// linted but not included in the actual project output
|
||||
project: "./tsconfig.eslint.json",
|
||||
},
|
||||
|
||||
rules: {
|
||||
// Documentation: https://github.com/typescript-eslint/typescript-eslint/blob/master/packages/eslint-plugin/docs/rules/member-ordering.md
|
||||
// We want class and interface definitions to be alphabetically ordered so that they match the
|
||||
// Isaac documentation
|
||||
"@typescript-eslint/member-ordering": [
|
||||
"warn",
|
||||
{
|
||||
default: {
|
||||
order: "alphabetically",
|
||||
},
|
||||
|
||||
interfaces: {
|
||||
memberTypes: ["method", "field"],
|
||||
order: "alphabetically",
|
||||
},
|
||||
},
|
||||
],
|
||||
|
||||
// Documentation:
|
||||
// https://github.com/typescript-eslint/typescript-eslint/blob/master/packages/eslint-plugin/docs/rules/triple-slash-reference.md
|
||||
// Defined at:
|
||||
// https://github.com/typescript-eslint/typescript-eslint/blob/master/packages/eslint-plugin/src/configs/recommended.ts
|
||||
// ark120202, the author of TypeScriptToLua, recommends using triple-slash directives
|
||||
"@typescript-eslint/triple-slash-reference": "off",
|
||||
|
||||
// Documentation:
|
||||
// https://github.com/eslint/eslint/blob/master/docs/rules/no-bitwise.md
|
||||
// Defined at:
|
||||
// https://github.com/airbnb/javascript/blob/master/packages/eslint-config-airbnb-base/rules/style.js
|
||||
// Isaac enums use bitwise operators (e.g. "EntityFlag")
|
||||
"no-bitwise": "off",
|
||||
|
||||
// Documentation:
|
||||
// https://eslint.org/docs/rules/no-underscore-dangle
|
||||
// Defined at:
|
||||
// https://github.com/airbnb/javascript/blob/master/packages/eslint-config-airbnb-base/rules/style.js
|
||||
// We keep the Airbnb specification but allow calling functions that overload Lua operators:
|
||||
// https://moddingofisaac.com/docs/class_vector.html
|
||||
"no-underscore-dangle": [
|
||||
"error",
|
||||
{
|
||||
allow: ["__add", "__sub", "__mul", "__div", "__unm", "__len"],
|
||||
allowAfterThis: false,
|
||||
allowAfterSuper: false,
|
||||
enforceInMethodNames: true,
|
||||
},
|
||||
],
|
||||
},
|
||||
};
|
|
@ -1,2 +0,0 @@
|
|||
# Prevent Windows systems from cloning this repository with "\r\n" line endings
|
||||
core.autocrlf=false
|
|
@ -1,48 +0,0 @@
|
|||
name: CI
|
||||
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
build_and_lint:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout the repository
|
||||
uses: actions/checkout@v2
|
||||
|
||||
- name: Setup Node.js
|
||||
uses: actions/setup-node@v2
|
||||
with:
|
||||
# The default version is 14
|
||||
# The ESLint config requires Node 16 to work properly
|
||||
node-version: '16'
|
||||
|
||||
- name: Retrieve the cached "node_modules" directory (if present)
|
||||
uses: actions/cache@v2
|
||||
id: node-cache
|
||||
with:
|
||||
path: node_modules
|
||||
key: node-modules-${{ runner.os }}-${{ hashFiles('package-lock.json') }}
|
||||
|
||||
- name: Install dependencies (if the cached directory was not found)
|
||||
if: steps.node-cache.outputs.cache-hit != 'true'
|
||||
run: npm ci
|
||||
|
||||
- name: Test to see if the project compiles
|
||||
run: bash build.sh
|
||||
|
||||
- name: Perform automated checks
|
||||
run: bash lint.sh
|
||||
|
||||
discord:
|
||||
name: Discord Failure Notification
|
||||
needs: [build_and_lint]
|
||||
if: always() # This is needed to always run this job, even if the other jobs fail
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: technote-space/workflow-conclusion-action@v2
|
||||
- if: env.WORKFLOW_CONCLUSION != 'success' && env.WORKFLOW_CONCLUSION != 'cancelled'
|
||||
uses: sarisia/actions-status-discord@v1
|
||||
with:
|
||||
webhook: ${{ secrets.DISCORD_WEBHOOK }}
|
||||
status: ${{ env.WORKFLOW_CONCLUSION }}
|
||||
title: ""
|
|
@ -1,124 +0,0 @@
|
|||
# ------------------------------
|
||||
# GitHub Node.gitignore template
|
||||
# https://github.com/github/gitignore/blob/master/Node.gitignore
|
||||
# ------------------------------
|
||||
|
||||
# Logs
|
||||
logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
lerna-debug.log*
|
||||
|
||||
# Diagnostic reports (https://nodejs.org/api/report.html)
|
||||
report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json
|
||||
|
||||
# Runtime data
|
||||
pids
|
||||
*.pid
|
||||
*.seed
|
||||
*.pid.lock
|
||||
|
||||
# Directory for instrumented libs generated by jscoverage/JSCover
|
||||
lib-cov
|
||||
|
||||
# Coverage directory used by tools like istanbul
|
||||
coverage
|
||||
*.lcov
|
||||
|
||||
# nyc test coverage
|
||||
.nyc_output
|
||||
|
||||
# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files)
|
||||
.grunt
|
||||
|
||||
# Bower dependency directory (https://bower.io/)
|
||||
bower_components
|
||||
|
||||
# node-waf configuration
|
||||
.lock-wscript
|
||||
|
||||
# Compiled binary addons (https://nodejs.org/api/addons.html)
|
||||
build/Release
|
||||
|
||||
# Dependency directories
|
||||
node_modules/
|
||||
jspm_packages/
|
||||
|
||||
# Snowpack dependency directory (https://snowpack.dev/)
|
||||
web_modules/
|
||||
|
||||
# TypeScript cache
|
||||
*.tsbuildinfo
|
||||
|
||||
# Optional npm cache directory
|
||||
.npm
|
||||
|
||||
# Optional eslint cache
|
||||
.eslintcache
|
||||
|
||||
# Microbundle cache
|
||||
.rpt2_cache/
|
||||
.rts2_cache_cjs/
|
||||
.rts2_cache_es/
|
||||
.rts2_cache_umd/
|
||||
|
||||
# Optional REPL history
|
||||
.node_repl_history
|
||||
|
||||
# Output of 'npm pack'
|
||||
*.tgz
|
||||
|
||||
# Yarn Integrity file
|
||||
.yarn-integrity
|
||||
|
||||
# dotenv environment variables file
|
||||
.env
|
||||
.env.test
|
||||
|
||||
# parcel-bundler cache (https://parceljs.org/)
|
||||
.cache
|
||||
.parcel-cache
|
||||
|
||||
# Next.js build output
|
||||
.next
|
||||
out
|
||||
|
||||
# Nuxt.js build / generate output
|
||||
.nuxt
|
||||
dist
|
||||
|
||||
# Gatsby files
|
||||
.cache/
|
||||
# Comment in the public line in if your project uses Gatsby and not Next.js
|
||||
# https://nextjs.org/blog/next-9-1#public-directory-support
|
||||
# public
|
||||
|
||||
# vuepress build output
|
||||
.vuepress/dist
|
||||
|
||||
# Serverless directories
|
||||
.serverless/
|
||||
|
||||
# FuseBox cache
|
||||
.fusebox/
|
||||
|
||||
# DynamoDB Local files
|
||||
.dynamodb/
|
||||
|
||||
# TernJS port file
|
||||
.tern-port
|
||||
|
||||
# Stores VSCode versions used for testing VSCode extensions
|
||||
.vscode-test
|
||||
|
||||
# yarn v2
|
||||
.yarn/cache
|
||||
.yarn/unplugged
|
||||
.yarn/build-state.yml
|
||||
.yarn/install-state.gz
|
||||
.pnp.*
|
||||
|
||||
# IDEA
|
||||
.idea
|
|
@ -1,16 +0,0 @@
|
|||
// This is the configuration file for Prettier, the auto-formatter
|
||||
// https://prettier.io/docs/en/configuration.html
|
||||
module.exports = {
|
||||
// https://prettier.io/docs/en/options.html#trailing-commas
|
||||
// The default is "es5" - Trailing commas where valid in ES5 (objects, arrays, etc.)
|
||||
// However, always having trailing commas is objectively better
|
||||
// The Airbnb style guide agrees:
|
||||
// https://github.com/airbnb/javascript#commas--dangling
|
||||
// Prettier itself also acknowledges Nik Graf's blog in their official blog:
|
||||
// https://prettier.io/blog/2020/03/21/2.0.0.html#change-default-value-for-trailingcomma-to-es5-6963httpsgithubcomprettierprettierpull6963-by-fiskerhttpsgithubcomfisker
|
||||
// https://medium.com/@nikgraf/why-you-should-enforce-dangling-commas-for-multiline-statements-d034c98e36f8
|
||||
// Prettier will change the default in the future:
|
||||
// https://github.com/prettier/prettier/issues/9369
|
||||
trailingComma: "all",
|
||||
endOfLine: "lf",
|
||||
};
|
|
@ -1,10 +0,0 @@
|
|||
// These are Visual Studio Code extensions that are intended to be used with this particular
|
||||
// repository
|
||||
// https://go.microsoft.com/fwlink/?LinkId=827846
|
||||
{
|
||||
"recommendations": [
|
||||
"dbaeumer.vscode-eslint", // The TypeScript linter
|
||||
"streetsidesoftware.code-spell-checker", // A spell-checker extension based on cspell
|
||||
"typescript-to-lua.vscode-typescript-to-lua", // The TypeScriptToLua extension
|
||||
]
|
||||
}
|
|
@ -1,43 +0,0 @@
|
|||
// These are Visual Studio Code settings that should apply to this particular repository
|
||||
{
|
||||
// ----------------
|
||||
// Vanilla settings
|
||||
// ----------------
|
||||
|
||||
// This matches the Airbnb JavaScript style guide
|
||||
"editor.rulers": [100],
|
||||
"editor.tabSize": 2,
|
||||
|
||||
// Linux line endings are used in this project
|
||||
"files.eol": "\n",
|
||||
|
||||
// Automatically removing all trailing whitespace when saving a file
|
||||
"files.trimTrailingWhitespace": true,
|
||||
|
||||
// Configure glob patterns for excluding files and folders in full text searches and quick open
|
||||
"search.exclude": {
|
||||
"**/dist/**/*.js": true,
|
||||
},
|
||||
|
||||
// -----------------------
|
||||
// JavaScript / TypeScript
|
||||
// -----------------------
|
||||
|
||||
// By default, VSCode will not automatically fill-in function arguments
|
||||
"javascript.suggest.completeFunctionCalls": true,
|
||||
"typescript.suggest.completeFunctionCalls": true,
|
||||
|
||||
// Automatically run the formatter when a JavaScript or TypeScript file is saved
|
||||
"[javascript]": {
|
||||
"editor.codeActionsOnSave": [
|
||||
"source.fixAll.eslint",
|
||||
],
|
||||
"editor.tabSize": 2,
|
||||
},
|
||||
"[typescript]": {
|
||||
"editor.codeActionsOnSave": [
|
||||
"source.fixAll.eslint",
|
||||
],
|
||||
"editor.tabSize": 2,
|
||||
},
|
||||
}
|
|
@ -1,674 +0,0 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
|
@ -1,9 +0,0 @@
|
|||
[![npm version](https://img.shields.io/npm/v/isaac-typescript-definitions.svg)](https://www.npmjs.com/package/isaac-typescript-definitions)
|
||||
|
||||
# isaac-typescript-definitions
|
||||
|
||||
These are TypeScript definitions for [The Binding of Isaac: Repentance](https://store.steampowered.com/app/1426300/The_Binding_of_Isaac_Repentance/).
|
||||
|
||||
[IsaacScript](https://isaacscript.github.io/) mods are automatically configured to use these definitions.
|
||||
|
||||
<br />
|
|
@ -1,10 +0,0 @@
|
|||
#!/bin/bash
|
||||
|
||||
set -e # Exit on any errors
|
||||
|
||||
# Get the directory of this script
|
||||
# https://stackoverflow.com/questions/59895/getting-the-source-directory-of-a-bash-script-from-within
|
||||
DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null 2>&1 && pwd )"
|
||||
|
||||
cd "$DIR"
|
||||
npx tsc --noEmit
|
|
@ -1,28 +0,0 @@
|
|||
#!/bin/bash
|
||||
|
||||
set -e # Exit on any errors
|
||||
|
||||
# Get the directory of this script
|
||||
# https://stackoverflow.com/questions/59895/getting-the-source-directory-of-a-bash-script-from-within
|
||||
DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null 2>&1 && pwd )"
|
||||
|
||||
# The latest version of some ESLint plugins require Node.js v16
|
||||
NODE_VERSION=$(node --version | cut -c 2-3)
|
||||
if (($NODE_VERSION < 16)); then
|
||||
echo "error: requires Node.js version 16"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
cd "$DIR"
|
||||
|
||||
# Step 1 - Use ESLint to lint the TypeScript
|
||||
# Since all ESLint errors are set to warnings,
|
||||
# we set max warnings to 0 so that warnings will fail in CI
|
||||
npx eslint --max-warnings 0 typings
|
||||
|
||||
# Step 2 - Spell check every file using cspell
|
||||
# We use no-progress and no-summary because we want to only output errors
|
||||
npx cspell --no-progress --no-summary "typings/**/*.ts"
|
||||
npx cspell --no-progress --no-summary "scripts/**/*.py"
|
||||
|
||||
echo "Success!"
|
File diff suppressed because it is too large
Load Diff
|
@ -1,29 +0,0 @@
|
|||
{
|
||||
"name": "isaac-typescript-definitions",
|
||||
"version": "1.0.244",
|
||||
"description": "TypeScript definitions for The Binding of Isaac: Repentance",
|
||||
"keywords": [
|
||||
"isaac",
|
||||
"rebirth",
|
||||
"afterbirth",
|
||||
"repentance"
|
||||
],
|
||||
"homepage": "https://github.com/IsaacScript/isaac-typescript-definitions#readme",
|
||||
"bugs": {
|
||||
"url": "https://github.com/IsaacScript/isaac-typescript-definitions/issues"
|
||||
},
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "git+https://github.com/IsaacScript/isaac-typescript-definitions.git"
|
||||
},
|
||||
"license": "GPL-3.0",
|
||||
"author": "Zamiell",
|
||||
"types": "typings/index.d.ts",
|
||||
"dependencies": {
|
||||
"lua-types": "2.11.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"isaacscript-lint": "^1.0.63",
|
||||
"typescript": "^4.4.4"
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
#!/bin/bash
|
||||
|
||||
set -e # Exit on any errors
|
||||
|
||||
# Get the directory of this script
|
||||
# https://stackoverflow.com/questions/59895/getting-the-source-directory-of-a-bash-script-from-within
|
||||
DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null 2>&1 && pwd )"
|
||||
|
||||
cd "$DIR"
|
||||
pip install publish-npm --upgrade --quiet
|
||||
publish-npm "$@"
|
File diff suppressed because it is too large
Load Diff
|
@ -1,45 +0,0 @@
|
|||
import os
|
||||
import pathlib
|
||||
import re
|
||||
import sys
|
||||
|
||||
# We parse the "enums.lua" file directly because the documentation has bugs
|
||||
def main():
|
||||
# Get the path of the current script's directory
|
||||
# https://stackoverflow.com/questions/5137497/find-current-directory-and-files-directory
|
||||
dir_path = os.path.dirname(os.path.realpath(__file__))
|
||||
|
||||
enum_lua_path = os.path.join(dir_path, "enums.lua")
|
||||
with open(enum_lua_path, "r") as enum_lua_io:
|
||||
enum_lua = enum_lua_io.read()
|
||||
|
||||
typescript = ""
|
||||
for line in enum_lua.split("\n"):
|
||||
match1 = re.match(r"(\w+) = {", line)
|
||||
if match1:
|
||||
# New enum definition
|
||||
if typescript != "":
|
||||
typescript += "}\n\n"
|
||||
typescript += "declare enum " + match1[1] + " {\n"
|
||||
else:
|
||||
line = line.split("--")[0] # Remove any Lua comments
|
||||
match2 = re.match(r"\s*(\w+) = (.+)", line)
|
||||
if match2:
|
||||
entry_name = match2[1].strip()
|
||||
entry_definition = match2[2].strip().strip(",").strip()
|
||||
match3 = re.match(r"(\d+)<<(\d+)", entry_definition)
|
||||
if match3:
|
||||
entry_definition = match3[1] + " << " + match3[2]
|
||||
typescript += " " + entry_name + " = " + entry_definition + ",\n"
|
||||
|
||||
typescript += "}\n"
|
||||
|
||||
enums_d_path = os.path.join(dir_path, "..", "typings", "enums.d.ts")
|
||||
# pathlib.Path(enums_d_path).touch() # Create it if it does not already exist
|
||||
with open(enums_d_path, "w") as f:
|
||||
f.write(typescript)
|
||||
print("Success.")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
|
@ -1,11 +0,0 @@
|
|||
// A special TypeScript project file, used by ESLint only
|
||||
{
|
||||
"extends": "./tsconfig.json",
|
||||
"include": [
|
||||
// These must match the base the "include" setting in the base "tsconfig.json" file
|
||||
"./typings/**/*.ts",
|
||||
|
||||
// These are ESLint-only inclusions
|
||||
"./.eslintrc.js",
|
||||
],
|
||||
}
|
|
@ -1,26 +0,0 @@
|
|||
// The configuration file for TypeScript
|
||||
{
|
||||
// We extend the standard IsaacScript compiler flags
|
||||
// https://github.com/IsaacScript/isaacscript-tsconfig/blob/main/tsconfig.common.json
|
||||
"extends": "isaacscript-tsconfig/tsconfig.common.json",
|
||||
|
||||
// https://www.typescriptlang.org/docs/handbook/compiler-options.html
|
||||
"compilerOptions": {
|
||||
// "target" specifies the ECMAScript target version
|
||||
// By default, it is "ES3"
|
||||
"target": "ESNext",
|
||||
|
||||
// We use TypeScript definitions for the Lua standard library
|
||||
// https://github.com/TypeScriptToLua/lua-types
|
||||
"types": ["lua-types/5.3"],
|
||||
|
||||
// The "lua-types" library requires Node module resolution
|
||||
// By default, it is "Classic"
|
||||
"moduleResolution": "Node",
|
||||
},
|
||||
|
||||
// A list of the TypeScript files to compile
|
||||
"include": [
|
||||
"./typings/**/*.ts",
|
||||
],
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
declare interface ActiveItemDesc {
|
||||
BatteryCharge: int;
|
||||
Charge: int;
|
||||
Item: CollectibleType | int;
|
||||
/** How close the item is to gaining another charge (0-1 range, used by 4.5 Volt). */
|
||||
PartialCharge: float;
|
||||
/**
|
||||
* Number of frames before an item with a timed cooldown can recharge again.
|
||||
* (Used by Spin To Win to pause its recharge after fully discharging it.)
|
||||
*/
|
||||
TimedRechargeCooldown: int;
|
||||
/**
|
||||
* Holds extra information for some active items (such as the number of uses for Jar of Wisps)
|
||||
*/
|
||||
VarData: int;
|
||||
}
|
|
@ -1,26 +0,0 @@
|
|||
declare function BitSet128(this: void, l: int, h: int): BitSet128;
|
||||
|
||||
declare interface BitSet128 {
|
||||
// If you call these methods directly, the game will crash; see the below methods instead
|
||||
/*
|
||||
__band(right: BitSet128): BitSet128;
|
||||
__bnot(right: BitSet128): BitSet128;
|
||||
__bor(right: BitSet128 | TearFlags): BitSet128;
|
||||
__bshl(right: BitSet128): BitSet128;
|
||||
__bshr(right: BitSet128): BitSet128;
|
||||
__eq(right: BitSet128): boolean; // eslint-disable-line no-underscore-dangle
|
||||
__le(right: BitSet128): boolean; // eslint-disable-line no-underscore-dangle
|
||||
__lt(right: BitSet128): boolean; // eslint-disable-line no-underscore-dangle
|
||||
*/
|
||||
|
||||
// These are used to transpile:
|
||||
// tearFlags.bor(TearFlags.TEAR_SPECTRAL)
|
||||
// to:
|
||||
// tearFlags | TearFlags.TEAR_SPECTRAL
|
||||
// https://typescripttolua.github.io/docs/advanced/language-extensions/#operator-map-types
|
||||
band: LuaBitwiseAndMethod<BitSet128 | TearFlags, BitSet128>;
|
||||
bnot: LuaBitwiseNotMethod<BitSet128 | TearFlags>;
|
||||
bor: LuaBitwiseOrMethod<BitSet128 | TearFlags, BitSet128>;
|
||||
bshl: LuaBitwiseLeftShiftMethod<BitSet128 | TearFlags, BitSet128>;
|
||||
bshr: LuaBitwiseRightShiftMethod<BitSet128 | TearFlags, BitSet128>;
|
||||
}
|
|
@ -1,6 +0,0 @@
|
|||
declare interface CardConfigList {
|
||||
/** This function is bugged and returns useless userdata. */
|
||||
Get(idx: int): never;
|
||||
|
||||
readonly Size: int;
|
||||
}
|
|
@ -1,45 +0,0 @@
|
|||
/**
|
||||
* @param r
|
||||
* @param g
|
||||
* @param b
|
||||
* @param a Default is 1.
|
||||
* @param ro Default is 0, range is 0-1.
|
||||
* @param go Default is 0, range is 0-1.
|
||||
* @param bo Default is 0, range is 0-1.
|
||||
*/
|
||||
declare function Color(
|
||||
this: void,
|
||||
r: float,
|
||||
g: float,
|
||||
b: float,
|
||||
a?: float,
|
||||
ro?: int,
|
||||
go?: int,
|
||||
bo?: int,
|
||||
): Color;
|
||||
|
||||
declare interface Color {
|
||||
Reset(): void;
|
||||
SetColorize(red: float, green: float, blue: float, amount: float): void;
|
||||
SetOffset(redOffset: float, greenOffset: float, blueOffset: float): void;
|
||||
SetTint(
|
||||
redTint: float,
|
||||
greenTint: float,
|
||||
blueTint: float,
|
||||
alphaTint: float,
|
||||
): void;
|
||||
|
||||
A: float;
|
||||
B: float;
|
||||
BO: float;
|
||||
G: float;
|
||||
GO: float;
|
||||
R: float;
|
||||
RO: float;
|
||||
}
|
||||
|
||||
declare namespace Color {
|
||||
function Lerp(this: void, m1: Color, m2: Color, t: float): Color;
|
||||
|
||||
const Default: Color;
|
||||
}
|
|
@ -1,5 +0,0 @@
|
|||
declare interface CostumeConfigList {
|
||||
Get(idx: int): ItemConfigCostume | undefined;
|
||||
|
||||
readonly Size: int;
|
||||
}
|
|
@ -1,5 +0,0 @@
|
|||
declare interface EffectList {
|
||||
Get(idx: int): TemporaryEffect | undefined;
|
||||
|
||||
Size: int;
|
||||
}
|
|
@ -1,126 +0,0 @@
|
|||
declare interface Entity {
|
||||
AddBurn(source: EntityRef, duration: int, damage: float): void;
|
||||
AddCharmed(source: EntityRef, duration: int): void;
|
||||
AddConfusion(source: EntityRef, duration: int, ignoreBosses: boolean): void;
|
||||
AddEntityFlags(entityFlags: EntityFlag): void;
|
||||
AddFear(source: EntityRef, duration: int): void;
|
||||
AddFreeze(source: EntityRef, duration: int): void;
|
||||
AddHealth(hitPoints: float): void;
|
||||
AddMidasFreeze(source: EntityRef, duration: int): void;
|
||||
AddPoison(source: EntityRef, duration: int, damage: float): void;
|
||||
AddShrink(source: EntityRef, duration: int): void;
|
||||
AddSlowing(
|
||||
source: EntityRef,
|
||||
duration: int,
|
||||
slowValue: float,
|
||||
slowColor: Color,
|
||||
): void;
|
||||
AddVelocity(velocity: Vector): void;
|
||||
BloodExplode(): void;
|
||||
// CanShutDoors is deliberately not implemented here because it conflicts with
|
||||
// EntityNPC.CanShutDoors
|
||||
// CanShutDoors(): boolean;
|
||||
ClearEntityFlags(entityFlags: EntityFlag): void;
|
||||
CollidesWithGrid(): boolean;
|
||||
Die(): void;
|
||||
Exists(): boolean;
|
||||
GetBossID(): BossIDs | int;
|
||||
GetColor(): Readonly<Color>;
|
||||
GetData(): Record<string, unknown>;
|
||||
GetDropRNG(): RNG;
|
||||
GetEntityFlags(): EntityFlag;
|
||||
GetLastChild(): Entity;
|
||||
GetLastParent(): Entity;
|
||||
GetSprite(): Sprite;
|
||||
HasCommonParentWithEntity(other: Entity): boolean;
|
||||
HasEntityFlags(entityFlags: EntityFlag): boolean;
|
||||
HasFullHealth(): boolean;
|
||||
HasMortalDamage(): boolean;
|
||||
IsActiveEnemy(includeDead: boolean): boolean;
|
||||
IsBoss(): boolean;
|
||||
IsDead(): boolean;
|
||||
IsEnemy(): boolean;
|
||||
IsFlying(): boolean;
|
||||
IsFrame(frame: int, offset: int): boolean;
|
||||
IsInvincible(): boolean;
|
||||
IsVisible(): boolean;
|
||||
IsVulnerableEnemy(): boolean;
|
||||
Kill(): void;
|
||||
MultiplyFriction(value: float): void;
|
||||
PostRender(): void;
|
||||
Remove(): void;
|
||||
RemoveStatusEffects(): void;
|
||||
Render(offset: Vector): void;
|
||||
RenderShadowLayer(offset: Vector): boolean;
|
||||
/**
|
||||
*
|
||||
* @param color
|
||||
* @param duration
|
||||
* @param priority
|
||||
* @param fadeout Default value is false.
|
||||
* @param share Default value is false.
|
||||
*/
|
||||
SetColor(
|
||||
color: Color,
|
||||
duration: int,
|
||||
priority: int,
|
||||
fadeout?: boolean,
|
||||
share?: boolean,
|
||||
): void;
|
||||
SetSize(size: float, sizeMulti: Vector, numGridCollisionPoints: int): void;
|
||||
SetSpriteFrame(animationName: string, frameNum: int): void;
|
||||
SetSpriteOverlayFrame(animationName: string, frameNum: int): void;
|
||||
TakeDamage(
|
||||
damage: float,
|
||||
damageFlags: int,
|
||||
source: EntityRef,
|
||||
damageCountdown: int,
|
||||
): boolean;
|
||||
ToBomb(): EntityBomb | undefined;
|
||||
ToEffect(): EntityEffect | undefined;
|
||||
ToFamiliar(): EntityFamiliar | undefined;
|
||||
ToKnife(): EntityKnife | undefined;
|
||||
ToLaser(): EntityLaser | undefined;
|
||||
ToNPC(): EntityNPC | undefined;
|
||||
ToPickup(): EntityPickup | undefined;
|
||||
ToPlayer(): EntityPlayer | undefined;
|
||||
ToProjectile(): EntityProjectile | undefined;
|
||||
ToTear(): EntityTear | undefined;
|
||||
Update(): void;
|
||||
|
||||
Child: Entity | undefined;
|
||||
CollisionDamage: float;
|
||||
DepthOffset: float;
|
||||
readonly DropSeed: int;
|
||||
EntityCollisionClass: EntityCollisionClass;
|
||||
FlipX: boolean;
|
||||
readonly FrameCount: int;
|
||||
Friction: float;
|
||||
GridCollisionClass: EntityGridCollisionClass;
|
||||
HitPoints: float;
|
||||
readonly Index: int;
|
||||
readonly InitSeed: int;
|
||||
Mass: float;
|
||||
MaxHitPoints: float;
|
||||
Parent: Entity | undefined;
|
||||
Position: Vector;
|
||||
readonly PositionOffset: Readonly<Vector>;
|
||||
RenderZOffset: int;
|
||||
Size: float;
|
||||
SizeMulti: Vector;
|
||||
readonly SpawnGridIndex: int;
|
||||
SpawnerEntity: Entity | undefined;
|
||||
SpawnerType: EntityType | int;
|
||||
SpawnerVariant: int;
|
||||
readonly SplatColor: Readonly<Color>;
|
||||
SpriteOffset: Vector;
|
||||
SpriteRotation: float;
|
||||
SpriteScale: Vector;
|
||||
SubType: int;
|
||||
Target: Entity | undefined;
|
||||
readonly TargetPosition: Readonly<Vector>;
|
||||
readonly Type: EntityType | int;
|
||||
Variant: int;
|
||||
Velocity: Vector;
|
||||
Visible: boolean;
|
||||
}
|
|
@ -1,27 +0,0 @@
|
|||
declare interface EntityBomb extends Entity {
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
AddTearFlags(flags: TearFlags): void;
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
ClearTearFlags(flags: TearFlags): void;
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
HasTearFlags(flags: TearFlags): boolean;
|
||||
SetExplosionCountdown(countdown: int): void;
|
||||
|
||||
ExplosionDamage: float;
|
||||
/**
|
||||
* Be aware that this is really a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
Flags: int;
|
||||
IsFetus: boolean;
|
||||
RadiusMultiplier: float;
|
||||
}
|
|
@ -1,24 +0,0 @@
|
|||
declare interface EntityEffect extends Entity {
|
||||
FollowParent(parent: Entity): void;
|
||||
SetDamageSource(entityType: EntityType | int): void;
|
||||
SetRadii(min: float, max: float): void;
|
||||
SetTimeout(timeout: int): void;
|
||||
|
||||
DamageSource: EntityType | int;
|
||||
FallingAcceleration: float;
|
||||
FallingSpeed: float;
|
||||
IsFollowing: boolean;
|
||||
LifeSpan: int;
|
||||
MaxRadius: float;
|
||||
MinRadius: float;
|
||||
ParentOffset: Vector;
|
||||
Rotation: float;
|
||||
Scale: float;
|
||||
State: int;
|
||||
Timeout: int;
|
||||
m_Height: float;
|
||||
}
|
||||
|
||||
declare namespace EntityEffect {
|
||||
function IsPlayerCreep(this: void, variant: int): boolean;
|
||||
}
|
|
@ -1,64 +0,0 @@
|
|||
declare interface EntityFamiliar extends Entity {
|
||||
AddCoins(value: int): void;
|
||||
AddHearts(hearts: int): void;
|
||||
AddKeys(keys: int): void;
|
||||
AddToDelayed(): void;
|
||||
AddToFollowers(): void;
|
||||
AddToOrbit(layer: int): void;
|
||||
FireProjectile(direction: Vector): EntityTear;
|
||||
FollowParent(): void;
|
||||
FollowPosition(position: Vector): void;
|
||||
GetOrbitPosition(position: Vector): Vector;
|
||||
MoveDelayed(numFrames: int): void;
|
||||
MoveDiagonally(speed: float): void;
|
||||
/**
|
||||
* @param maxDistance
|
||||
* @param frameInterval Default is 13.
|
||||
* @param flags Default is 0.
|
||||
* A combination of the following flags (none of these are set by default):
|
||||
* 1: Allow switching to a better target even if we already have one
|
||||
* 2: Don't prioritize enemies that are close to our owner
|
||||
* 4: Prioritize enemies with higher HP
|
||||
* 8: Prioritize enemies with lower HP
|
||||
* 16: Give lower priority to our current target
|
||||
* (this makes us more likely to switch between targets)
|
||||
* @param coneDir Default is Vector.Zero.
|
||||
* If ~= Vector.Zero, searches for targets in a cone pointing in this direction.
|
||||
* @param coneAngle Default is 15.
|
||||
* If ConeDir ~= Vector.Zero, sets the half angle of the search cone in degrees
|
||||
* (45 results in a search angle of 90 degrees).
|
||||
*/
|
||||
PickEnemyTarget(
|
||||
maxDistance: float,
|
||||
frameInterval?: int,
|
||||
flags?: int,
|
||||
coneDir?: Vector,
|
||||
coneAngle?: float,
|
||||
): void;
|
||||
PlayChargeAnim(direction: Direction): void;
|
||||
PlayFloatAnim(direction: Direction): void;
|
||||
PlayShootAnim(direction: Direction): void;
|
||||
RecalculateOrbitOffset(layer: int, add: boolean): int;
|
||||
RemoveFromDelayed(): void;
|
||||
RemoveFromFollowers(): void;
|
||||
RemoveFromOrbit(): void;
|
||||
Shoot(): void;
|
||||
|
||||
Coins: int;
|
||||
FireCooldown: int;
|
||||
HeadFrameDelay: int;
|
||||
Hearts: int;
|
||||
Keys: int;
|
||||
LastDirection: Direction;
|
||||
MoveDirection: Direction;
|
||||
OrbitAngleOffset: float;
|
||||
OrbitDistance: Vector;
|
||||
Player: EntityPlayer;
|
||||
RoomClearCount: int;
|
||||
ShootDirection: Direction;
|
||||
State: int;
|
||||
}
|
||||
|
||||
declare namespace EntityFamiliar {
|
||||
function GetOrbitDistance(this: void, layer: int): Vector;
|
||||
}
|
|
@ -1,37 +0,0 @@
|
|||
declare interface EntityKnife extends Entity {
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
AddTearFlags(flags: TearFlags): void;
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
ClearTearFlags(flags: TearFlags): void;
|
||||
GetKnifeDistance(): float;
|
||||
GetKnifeVelocity(): float;
|
||||
GetRenderZ(): int;
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
HasTearFlags(flags: TearFlags): boolean;
|
||||
IsFlying(): boolean;
|
||||
Reset(): void;
|
||||
SetPathFollowSpeed(speed: float): void;
|
||||
Shoot(charge: float, range: float): void;
|
||||
|
||||
Charge: float;
|
||||
MaxDistance: float;
|
||||
PathFollowSpeed: float;
|
||||
PathOffset: float;
|
||||
Rotation: float;
|
||||
RotationOffset: float;
|
||||
Scale: float;
|
||||
/**
|
||||
* Be aware that this is really a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
TearFlags: int;
|
||||
}
|
|
@ -1,86 +0,0 @@
|
|||
declare interface EntityLaser extends Entity {
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
AddTearFlags(flags: TearFlags): void;
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
ClearTearFlags(flags: TearFlags): void;
|
||||
GetEndPoint(): Readonly<Vector>;
|
||||
// GetNonOptimizedSamples(): Readonly<HomingLaserSampleList>; // HomingLaser is not implemented
|
||||
GetRenderZ(): int;
|
||||
// GetSamples(): Readonly<HomingLaserSampleList>; // HomingLaser is not implemented
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
HasTearFlags(flags: TearFlags): boolean;
|
||||
IsCircleLaser(): boolean;
|
||||
IsSampleLaser(): boolean;
|
||||
SetActiveRotation(
|
||||
delay: int,
|
||||
angleDegrees: float,
|
||||
rotationSpeed: float,
|
||||
timeoutComplete: boolean,
|
||||
): void;
|
||||
SetBlackHpDropChance(chance: float): void;
|
||||
// SetHomingType(laserHomingType: LaserHomingType): void; // LaserHomingType is not implemented
|
||||
SetMaxDistance(distance: float): void;
|
||||
SetMultidimensionalTouched(value: boolean): void;
|
||||
SetOneHit(value: boolean): void;
|
||||
SetTimeout(value: int): void;
|
||||
|
||||
Angle: float;
|
||||
AngleDegrees: float;
|
||||
BlackHpDropChance: float;
|
||||
BounceLaser: Entity;
|
||||
CurveStrength: float;
|
||||
DisableFollowParent: boolean;
|
||||
EndPoint: Vector;
|
||||
FirstUpdate: boolean;
|
||||
GridHit: boolean;
|
||||
// HomingLaser: HomingLaser; // HomingLaser is not implemented
|
||||
// HomingType: LaserHomingType; // LaserHomingType is not implemented
|
||||
IsActiveRotating: boolean;
|
||||
LaserLength: float;
|
||||
LastAngleDegrees: float;
|
||||
MaxDistance: float;
|
||||
OneHit: boolean;
|
||||
ParentOffset: Vector;
|
||||
Radius: float;
|
||||
RotationDegrees: float;
|
||||
RotationDelay: int;
|
||||
RotationSpd: float;
|
||||
// SampleLaser: boolean; // Should use IsSampleLaser() instead
|
||||
Shrink: boolean;
|
||||
StartAngleDegrees: float;
|
||||
/**
|
||||
* Be aware that this is really a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
TearFlags: int;
|
||||
Timeout: int;
|
||||
}
|
||||
|
||||
declare namespace EntityLaser {
|
||||
function CalculateEndPoint(
|
||||
this: void,
|
||||
start: Vector,
|
||||
dir: Vector,
|
||||
positionOffset: Vector,
|
||||
parent: Entity,
|
||||
margin: float,
|
||||
): Vector;
|
||||
function ShootAngle(
|
||||
this: void,
|
||||
variant: LaserVariant | int,
|
||||
sourcePos: Vector,
|
||||
angleDegrees: float,
|
||||
timeout: int,
|
||||
posOffset: Vector,
|
||||
source: Entity,
|
||||
): EntityLaser;
|
||||
}
|
|
@ -1,5 +0,0 @@
|
|||
declare interface EntityList {
|
||||
Get(idx: int): Entity | undefined;
|
||||
|
||||
readonly Size: int;
|
||||
}
|
|
@ -1,97 +0,0 @@
|
|||
declare interface EntityNPC extends Entity {
|
||||
AnimWalkFrame(
|
||||
horizontalAnim: string,
|
||||
verticalAnim: string,
|
||||
speedThreshold: float,
|
||||
): void;
|
||||
CalcTargetPosition(distanceLimit: float): Vector;
|
||||
CanBeDamagedFromVelocity(velocity: Vector): boolean;
|
||||
CanReroll(): boolean;
|
||||
FireBossProjectiles(
|
||||
numProjectiles: int,
|
||||
targetPos: Vector,
|
||||
trajectoryModifier: float,
|
||||
projectileParams: ProjectileParams,
|
||||
): EntityProjectile;
|
||||
FireProjectiles(
|
||||
position: Vector,
|
||||
velocity: Vector,
|
||||
projectilesMode: ProjectilesMode,
|
||||
projectileParams: ProjectileParams,
|
||||
): void;
|
||||
GetAliveEnemyCount(): int;
|
||||
GetBossColorIdx(): int;
|
||||
GetChampionColorIdx(): ChampionColor;
|
||||
GetPlayerTarget(): Entity;
|
||||
IsBoss(): boolean;
|
||||
IsChampion(): boolean;
|
||||
KillUnique(): void;
|
||||
/**
|
||||
* @param seed
|
||||
* @param championColor The type of champion to turn this enemy into.
|
||||
* (-1 results in a random champion type.)
|
||||
* Default is -1.
|
||||
* @param init Set to true when called while initializing the enemy, false otherwise.
|
||||
* Default is false.
|
||||
*/
|
||||
MakeChampion(
|
||||
seed: int,
|
||||
championColorIdx?: ChampionColor,
|
||||
init?: boolean,
|
||||
): void;
|
||||
MakeSplat(size: float): EntityEffect;
|
||||
Morph(
|
||||
entityType: EntityType | int,
|
||||
variant: int,
|
||||
subType: int,
|
||||
championColorIdx: ChampionColor,
|
||||
): boolean;
|
||||
PlaySound(
|
||||
soundEffect: SoundEffect | int,
|
||||
volume: float,
|
||||
frameDelay: int,
|
||||
loop: boolean,
|
||||
pitch: float,
|
||||
): void;
|
||||
QueryNPCsGroup(groupIdx: int): EntityList;
|
||||
QueryNPCsSpawnerType(
|
||||
spawnerType: EntityType | int,
|
||||
entityType: EntityType | int,
|
||||
onlyEnemies: boolean,
|
||||
): EntityList;
|
||||
QueryNPCsType(entityType: EntityNPC, variant: int): EntityList;
|
||||
ResetPathFinderTarget(): void;
|
||||
|
||||
// EntityNPC.CanShutDoors conflicts with Entity.CanShutDoors(),
|
||||
// but the latter is deliberately not implemented so that we can use the property in EntityNPC
|
||||
CanShutDoors: boolean;
|
||||
readonly ChildNPC: Readonly<EntityNPC>;
|
||||
EntityRef: Entity;
|
||||
GroupIdx: int;
|
||||
I1: int;
|
||||
I2: int;
|
||||
readonly ParentNPC: Readonly<EntityNPC>;
|
||||
Pathfinder: PathFinder;
|
||||
ProjectileCooldown: int;
|
||||
ProjectileDelay: int;
|
||||
Scale: float;
|
||||
/**
|
||||
* This has a type of `NpcState | int` so that other enums can be used to represent more specific
|
||||
* entities.
|
||||
*/
|
||||
State: NpcState | int;
|
||||
StateFrame: int;
|
||||
V1: Vector;
|
||||
V2: Vector;
|
||||
}
|
||||
|
||||
declare namespace EntityNPC {
|
||||
function ThrowSpider(
|
||||
this: void,
|
||||
position: Vector,
|
||||
spawner: Entity,
|
||||
targetPos: Vector,
|
||||
big: boolean,
|
||||
yOffset: float,
|
||||
): EntityNPC;
|
||||
}
|
|
@ -1,49 +0,0 @@
|
|||
declare interface EntityPickup extends Entity {
|
||||
AppearFast(): void;
|
||||
CanReroll(): boolean;
|
||||
GetCoinValue(): int;
|
||||
IsShopItem(): boolean;
|
||||
/**
|
||||
* @param entityType
|
||||
* @param variant
|
||||
* @param subType
|
||||
* @param keepPrice Default is false.
|
||||
* @param keepSeed If set to true, keeps the initial RNG seed of the pickup instead of rerolling
|
||||
* it. Default is false.
|
||||
* @param ignoreModifiers If set to true, ignores item effects that might turn this pickup into
|
||||
* something other than the specified variant and subtype. Default is false.
|
||||
*/
|
||||
Morph(
|
||||
entityType: EntityType | int,
|
||||
variant: int,
|
||||
subType: int,
|
||||
keepPrice?: boolean,
|
||||
keepSeed?: boolean,
|
||||
ignoreModifiers?: boolean,
|
||||
): void;
|
||||
PlayDropSound(): void;
|
||||
PlayPickupSound(): void;
|
||||
/**
|
||||
* @param player Default is undefined.
|
||||
*/
|
||||
TryOpenChest(player?: EntityPlayer): boolean;
|
||||
|
||||
AutoUpdatePrice: boolean;
|
||||
Charge: int;
|
||||
/**
|
||||
* Any non-zero value causes the item to form an option group with any other item with the same
|
||||
* OptionsPickupIndex value.
|
||||
*
|
||||
* When an item belonging to an option group is picked up, all other items belonging to the same
|
||||
* group disappear.
|
||||
*
|
||||
* 0 is the default value and means the item doesn't belong to any group.
|
||||
*/
|
||||
OptionsPickupIndex: int;
|
||||
Price: int;
|
||||
ShopItemId: int;
|
||||
State: int;
|
||||
Timeout: int;
|
||||
Touched: boolean;
|
||||
Wait: int;
|
||||
}
|
|
@ -1,882 +0,0 @@
|
|||
declare interface EntityPlayer extends Entity {
|
||||
/** 1 unit is half a heart. Remove them with negative numbers. */
|
||||
AddBlackHearts(blackHearts: int): void;
|
||||
/** This adds Tainted Bethany's blood charges. Only works on Tainted Bethany. */
|
||||
AddBloodCharge(num: int): void;
|
||||
/**
|
||||
* @param amount
|
||||
* @param position
|
||||
* @param target This argument is not optional. If you want to spawn a fly without a target, then
|
||||
* you must explicitly pass undefined.
|
||||
*/
|
||||
AddBlueFlies(
|
||||
amount: int,
|
||||
position: Vector,
|
||||
target: Entity | undefined,
|
||||
): Entity;
|
||||
AddBlueSpider(position: Vector): Entity;
|
||||
/** Remove them with negative numbers. */
|
||||
AddBombs(amount: int): void;
|
||||
/** Remove them with negative numbers. */
|
||||
AddBoneHearts(hearts: int): void;
|
||||
/** Remove them with negative numbers. */
|
||||
AddBrokenHearts(hearts: int): void;
|
||||
/**
|
||||
* Used to specify the kinds of stats that should be evaluated the next time `EvaluateCache()` is
|
||||
* run.
|
||||
*/
|
||||
AddCacheFlags(cacheFlags: CacheFlag): void;
|
||||
AddCard(card: Card | int): void;
|
||||
/** Remove them with negative numbers. */
|
||||
AddCoins(amount: int): void;
|
||||
/**
|
||||
* @param collectibleType
|
||||
* @param charge Default is 0.
|
||||
* @param firstTimePickingUp Setting this to false will not spawn or add consumables for the item
|
||||
* and will not cause it to count towards transformations. Default is true.
|
||||
* @param activeSlot Sets the active slot this collectible should be added to.
|
||||
* Default is ActiveSlot.SLOT_PRIMARY.
|
||||
* @param varData Sets the variable data for this collectible (this is used to store extra data
|
||||
* for some active items like the number of uses for Jar of Wisps).
|
||||
* Default is 0.
|
||||
*/
|
||||
AddCollectible(
|
||||
collectibleType: CollectibleType | int,
|
||||
charge?: int,
|
||||
firstTimePickingUp?: boolean,
|
||||
activeSlot?: ActiveSlot,
|
||||
varData?: int,
|
||||
): void;
|
||||
AddControlsCooldown(cooldown: int): void;
|
||||
AddCostume(itemConfigItem: ItemConfigItem, itemStateOnly: boolean): void;
|
||||
/**
|
||||
* Disables all item effects similarly to the abandoned mineshaft in Mines II.
|
||||
* This also temporarily removes consumables and pocket items.
|
||||
*/
|
||||
AddCurseMistEffect(): void;
|
||||
AddDeadEyeCharge(): void;
|
||||
AddDollarBillEffect(): void;
|
||||
/** Remove them with negative numbers. */
|
||||
AddEternalHearts(eternalHearts: int): void;
|
||||
/** Spawns a friendly dip from Dirty Mind. */
|
||||
AddFriendlyDip(subType: DipFamiliarSubType, position: Vector): EntityFamiliar;
|
||||
/**
|
||||
* Turns the given number of bombs into giga bombs.
|
||||
* This does not actually increase the number of bombs held. To actually add bombs, AddBombs()
|
||||
* should be called first.
|
||||
*
|
||||
* @param num
|
||||
*/
|
||||
AddGigaBombs(num: int): void;
|
||||
/** Remove them with negative numbers. */
|
||||
AddGoldenBomb(): void;
|
||||
AddGoldenHearts(hearts: int): void;
|
||||
AddGoldenKey(): void;
|
||||
/**
|
||||
* Adds red hearts to the player if there are any empty heart containers. 1 unit is half a heart.
|
||||
* Remove health with negative numbers.
|
||||
*/
|
||||
AddHearts(hearts: int): void;
|
||||
/**
|
||||
* Spawns a Lemegeton wisp.
|
||||
*
|
||||
* @param subType The ID of the passive item to mimic.
|
||||
* @param position
|
||||
* @param adjustOrbitLayer Default is false.
|
||||
*/
|
||||
AddItemWisp(
|
||||
subType: int,
|
||||
position: Vector,
|
||||
adjustOrbitLayer?: boolean,
|
||||
): EntityFamiliar;
|
||||
AddJarFlies(flies: int): void;
|
||||
AddJarHearts(hearts: int): void;
|
||||
/** Remove them with negative numbers. */
|
||||
AddKeys(amount: int): void;
|
||||
/**
|
||||
* Adds heart containers to the player. 2 units is a full heart container.
|
||||
* Remove them with negative numbers.
|
||||
*/
|
||||
AddMaxHearts(maxHearts: int, ignoreKeeper: boolean): void;
|
||||
/**
|
||||
* Spawns a mini Isaac from Giant Cell.
|
||||
*
|
||||
* @param position
|
||||
* @param playAnim If false, skips the appear animation for the familiars.
|
||||
*/
|
||||
AddMinisaac(position: Vector, playAnim?: boolean): EntityFamiliar;
|
||||
AddNullCostume(nullItemID: NullItemID | int): void;
|
||||
AddPill(pillColor: PillColor | int): void;
|
||||
AddPlayerFormCostume(playerForm: PlayerForm): void;
|
||||
AddPrettyFly(): void;
|
||||
/**
|
||||
* Remove them with negative numbers.
|
||||
*
|
||||
* @param hearts Rotten hearts must be specified in a multiple of 2.
|
||||
* For example, `AddRottenHearts(4)` will add 2 rotten hearts.
|
||||
*/
|
||||
AddRottenHearts(hearts: int): void;
|
||||
/** This adds Bethany's soul heart charges. Only works on Bethany. */
|
||||
AddSoulCharge(num: int): void;
|
||||
/** 1 unit is half a heart. Remove them with negative numbers. */
|
||||
AddSoulHearts(soulHearts: int): void;
|
||||
/** Spawns a defensive fly from The Swarm. */
|
||||
AddSwarmFlyOrbital(position: Vector): EntityFamiliar;
|
||||
/**
|
||||
* - If the player does not have any open trinket slots, this function will do nothing.
|
||||
* - If the player has an open trinket slot but already has a trinket, the new trinket will go to
|
||||
* the first slot and the existing trinket will get pushed back to the second slot.
|
||||
* - If you provide an argument of 0 or an otherwise invalid trinket ID, the game will crash.
|
||||
*
|
||||
* @param trinketType
|
||||
* @param firstTimePickingUp Setting this to false will not spawn or add pickups for the item
|
||||
* and will not cause it to count towards transformations. Default is true.
|
||||
*/
|
||||
AddTrinket(
|
||||
trinketType: TrinketType | int,
|
||||
firstTimePickingUp?: boolean,
|
||||
): void;
|
||||
/**
|
||||
* Spawns a Book of Virtues wisp.
|
||||
*
|
||||
* @param subType The ID of the active item to spawn a wisp from. Wisps with a special ID (for
|
||||
* example "s0" in wisps.xml) can be spawned with the subtype 65536 + X where X is the number
|
||||
* after the "s".
|
||||
* @param position
|
||||
* @param adjustOrbitLayer If true, allows wisps to spawn outside of their usual orbit if their
|
||||
* assigned orbit is full. Default is false.
|
||||
* @param dontUpdate If true, the spawned wisp will not update immediately. This allows certain
|
||||
* properties to be set on the first frame before the wisp is fully initialized. Default is false.
|
||||
*/
|
||||
AddWisp(
|
||||
subType: int,
|
||||
position: Vector,
|
||||
adjustOrbitLayer?: boolean,
|
||||
dontUpdate?: boolean,
|
||||
): EntityFamiliar;
|
||||
/**
|
||||
* Play the animation that is normally played at the beginning of a stage.
|
||||
* Also plays the associated sound effect.
|
||||
*/
|
||||
AnimateAppear(): void;
|
||||
/**
|
||||
* @param card
|
||||
* @param playerAnimationName Default is "Pickup".
|
||||
*/
|
||||
AnimateCard(
|
||||
card: Card | int,
|
||||
playerAnimationName?: PlayerItemAnimation,
|
||||
): void;
|
||||
/**
|
||||
* @param collectibleType
|
||||
* @param playerAnimationName Default is "Pickup".
|
||||
* @param spriteAnimationName Default is "PlayerPickupSparkle".
|
||||
*/
|
||||
AnimateCollectible(
|
||||
collectibleType: CollectibleType | int,
|
||||
playerItemAnimation?: PlayerItemAnimation,
|
||||
collectibleAnimation?: CollectibleAnimation,
|
||||
): void;
|
||||
/** Play the "thumbs up" animation. */
|
||||
AnimateHappy(): void;
|
||||
/** Play the animation where Isaac steps into a beam of light (e.g. at the end of Womb 2). */
|
||||
AnimateLightTravel(): void;
|
||||
/**
|
||||
* @param pillColor
|
||||
* @param playerAnimationName Default is "Pickup".
|
||||
*/
|
||||
AnimatePill(
|
||||
pillColor: PillColor | int,
|
||||
playerAnimationName?: PlayerItemAnimation,
|
||||
): void;
|
||||
AnimatePitfallIn(): void;
|
||||
AnimatePitfallOut(): void;
|
||||
/**
|
||||
* Play the animation where Isaac holds his head in his hands.
|
||||
* Also plays the associated sound effect.
|
||||
*/
|
||||
AnimateSad(): void;
|
||||
AnimateTeleport(up: boolean): void;
|
||||
AnimateTrapdoor(): void;
|
||||
/**
|
||||
* @param trinketType
|
||||
* @param playerAnimationName Default is "Pickup".
|
||||
* @param spriteAnimationName Default is "PlayerPickupSparkle".
|
||||
*/
|
||||
AnimateTrinket(
|
||||
trinketType: TrinketType | int,
|
||||
playerAnimationName?: PlayerItemAnimation,
|
||||
spriteAnimationName?: string,
|
||||
): void;
|
||||
AreControlsEnabled(): boolean;
|
||||
AreOpposingShootDirectionsPressed(): boolean;
|
||||
/**
|
||||
* @param collectibleType Default is CollectibleType.COLLECTIBLE_NULL.
|
||||
*/
|
||||
CanAddCollectible(collectibleType?: CollectibleType): boolean;
|
||||
/** Returns true if the player can pick up black hearts, false otherwise. */
|
||||
CanPickBlackHearts(): boolean;
|
||||
/** Returns true if the player can pick up bone hearts, false otherwise. */
|
||||
CanPickBoneHearts(): boolean;
|
||||
/** Returns true if the player can pick up golden hearts, false otherwise. */
|
||||
CanPickGoldenHearts(): boolean;
|
||||
/** Returns true if the player can pick up red hearts, false otherwise. */
|
||||
CanPickRedHearts(): boolean;
|
||||
/** Returns true if the player can pick up rotten hearts, false otherwise. */
|
||||
CanPickRottenHearts(): boolean;
|
||||
/** Returns true if the player can pick up soul hearts, false otherwise. */
|
||||
CanPickSoulHearts(): boolean;
|
||||
CanPickupItem(): boolean;
|
||||
CanShoot(): boolean;
|
||||
/**
|
||||
* When the player presses the different shoot buttons, Isaac will normally turn his head to face
|
||||
* the direction that he is supposed to shoot in. This returns true if head will react to
|
||||
* shooting, false otherwise.
|
||||
*/
|
||||
CanTurnHead(): boolean;
|
||||
/**
|
||||
* This will attempt to merge forms when called on characters like Jacob and Esau.
|
||||
* This currently does not work correctly when changing from/to certain characters.
|
||||
* (i.e. Tainted Isaac)
|
||||
*/
|
||||
ChangePlayerType(type: PlayerType): void;
|
||||
/**
|
||||
* @param familiarVariant
|
||||
* @param targetCount
|
||||
* @param rng
|
||||
* @param sourceItem The item this type of familiar was created by. Default is undefined.
|
||||
* @param familiarSubType The subtype of the familiar to check (-1 matches any subtype). Default
|
||||
* is -1.
|
||||
*/
|
||||
CheckFamiliar(
|
||||
familiarVariant: FamiliarVariant | int,
|
||||
targetCount: int,
|
||||
rng: RNG,
|
||||
sourceItem?: ItemConfigItem,
|
||||
familiarSubType?: int,
|
||||
): void;
|
||||
ClearCostumes(): void;
|
||||
ClearDeadEyeCharge(): void;
|
||||
/** Called automatically by the game when the player exits a room. */
|
||||
ClearTemporaryEffects(): void;
|
||||
/**
|
||||
* Sets the charge of the active item to 0 without triggering the active item effect.
|
||||
*
|
||||
* @param activeSlot Default is ActiveSlot.SLOT_PRIMARY.
|
||||
*/
|
||||
DischargeActiveItem(activeSlot?: ActiveSlot): void;
|
||||
DoZitEffect(direction: Vector): void;
|
||||
DonateLuck(luck: int): void;
|
||||
DropPocketItem(pocketItemSlot: PocketItemSlot, position: Vector): void;
|
||||
DropTrinket(dropPos: Vector, replaceTick: boolean): void;
|
||||
/**
|
||||
* Triggers the MC_EVALUATE_CACHE callback. Before calling this function, you need to set the
|
||||
* appropriate cache flags by using the `AddCacheFlag()` method.
|
||||
*/
|
||||
EvaluateItems(): void;
|
||||
/**
|
||||
* @param position
|
||||
* @param velocity
|
||||
* @param source Default is undefined.
|
||||
*/
|
||||
FireBomb(position: Vector, velocity: Vector, source?: Entity): EntityBomb;
|
||||
/**
|
||||
* @param direction
|
||||
* @param source Default is undefined.
|
||||
* @param damageMultiplier Default is 1.
|
||||
*/
|
||||
FireBrimstone(
|
||||
direction: Vector,
|
||||
source?: Entity,
|
||||
damageMultiplier?: float,
|
||||
): EntityLaser;
|
||||
FireDelayedBrimstone(angle: float, parent: Entity): EntityLaser;
|
||||
/**
|
||||
* @param parent
|
||||
* @param rotationOffset Default is 0.
|
||||
* @param cantOverwrite Default is false.
|
||||
* @param subType Default is 0.
|
||||
* @param variant Default is 0.
|
||||
*/
|
||||
FireKnife(
|
||||
parent: Entity,
|
||||
rotationOffset?: float,
|
||||
cantOverwrite?: boolean,
|
||||
subType?: int,
|
||||
variant?: int,
|
||||
): EntityKnife;
|
||||
/**
|
||||
* @param position
|
||||
* @param velocity
|
||||
* @param canBeEye Default is true.
|
||||
* @param noTractorBeam Default is false.
|
||||
* @param canTriggerStreakEnd Default is true.
|
||||
* @param source Default is undefined.
|
||||
* @param damageMultiplier Default is 1.
|
||||
*/
|
||||
FireTear(
|
||||
position: Vector,
|
||||
velocity: Vector,
|
||||
canBeEye?: boolean,
|
||||
noTractorBeam?: boolean,
|
||||
canTriggerStreakEnd?: boolean,
|
||||
source?: Entity,
|
||||
damageMultiplier?: float,
|
||||
): EntityTear;
|
||||
/**
|
||||
* @param position
|
||||
* @param laserOffset
|
||||
* @param direction
|
||||
* @param leftEye
|
||||
* @param oneHit Default is false.
|
||||
* @param source Default is undefined.
|
||||
* @param damageMultiplier Default is 1.
|
||||
*/
|
||||
FireTechLaser(
|
||||
position: Vector,
|
||||
laserOffset: LaserOffset,
|
||||
direction: Vector,
|
||||
leftEye: boolean,
|
||||
oneHit?: boolean,
|
||||
source?: Entity,
|
||||
damageMultiplier?: float,
|
||||
): EntityLaser;
|
||||
/**
|
||||
* @param position
|
||||
* @param direction
|
||||
* @param radius
|
||||
* @param source Default is undefined.
|
||||
* @param damageMultiplier Default is 1.
|
||||
*/
|
||||
FireTechXLaser(
|
||||
position: Vector,
|
||||
direction: Vector,
|
||||
radius: float,
|
||||
source?: Entity,
|
||||
damageMultiplier?: float,
|
||||
): EntityLaser;
|
||||
FlushQueueItem(): boolean;
|
||||
/**
|
||||
* @param activeSlot Default is ActiveSlot.SLOT_PRIMARY.
|
||||
* @param force If set, items will always be charged even if they normally cannot be recharged by
|
||||
* batteries.
|
||||
*/
|
||||
FullCharge(activeSlot?: ActiveSlot, force?: boolean): boolean;
|
||||
/**
|
||||
* @param activeSlot Default is ActiveSlot.SLOT_PRIMARY.
|
||||
*/
|
||||
GetActiveCharge(activeSlot?: ActiveSlot): int;
|
||||
/**
|
||||
* Returns 0 if no item is held.
|
||||
*
|
||||
* @param activeSlot Default is ActiveSlot.SLOT_PRIMARY.
|
||||
*/
|
||||
GetActiveItem(activeSlot?: ActiveSlot): CollectibleType | int;
|
||||
/**
|
||||
* Returns 0 if there is no active item in the specified slot.
|
||||
*
|
||||
* @param activeSlot Default is ActiveSlot.SLOT_PRIMARY.
|
||||
*/
|
||||
GetActiveSubCharge(activeSlot?: ActiveSlot): int;
|
||||
GetActiveWeaponEntity(): Entity;
|
||||
GetAimDirection(): Readonly<Vector>;
|
||||
GetBabySkin(): BabySubType | int;
|
||||
/**
|
||||
* @param activeSlot Default is ActiveSlot.SLOT_PRIMARY.
|
||||
*/
|
||||
GetBatteryCharge(activeSlot?: ActiveSlot): int;
|
||||
/** This returns the bit mask for which soul hearts are black hearts. */
|
||||
GetBlackHearts(): int;
|
||||
/** This gets Tainted Bethany's blood charges. */
|
||||
GetBloodCharge(): int;
|
||||
/**
|
||||
* There is no separate BombFlags enum, so bombs use tear flags.
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
GetBombFlags(): int;
|
||||
/**
|
||||
* There is no separate BombFlags enum, so bombs use tear flags.
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
GetBombVariant(
|
||||
tearFlags: TearFlags,
|
||||
forceSmallBomb: boolean,
|
||||
): BombVariant | int;
|
||||
GetBoneHearts(): int;
|
||||
GetBrokenHearts(): int;
|
||||
/** Returns 0 if there is no card. */
|
||||
GetCard(pocketItemSlot: PocketItemSlot): Card | int;
|
||||
GetCardRNG(card: Card | int): RNG;
|
||||
GetCollectibleCount(): int;
|
||||
/**
|
||||
* @param collectibleType
|
||||
* @param onlyCountTrueItems If set to true, the function only counts collectibles that the player
|
||||
* actually owns and ignores things like Lilith's Incubus, items granted by 3 Dollar Bill, and so
|
||||
* forth.
|
||||
*/
|
||||
GetCollectibleNum(
|
||||
collectibleType: CollectibleType | int,
|
||||
ignoreModifiers?: boolean,
|
||||
): int;
|
||||
GetCollectibleRNG(collectibleType: CollectibleType | int): RNG;
|
||||
GetCostumeNullPos(
|
||||
nullFrameName: string,
|
||||
headScale: boolean,
|
||||
direction: Vector,
|
||||
): Vector;
|
||||
GetDamageCooldown(): int;
|
||||
/** This returns the number of blood charges when called on Tainted Bethany, 0 otherwise. */
|
||||
GetEffectiveBloodCharge(): int;
|
||||
GetEffectiveMaxHearts(): int;
|
||||
/** This returns the number of soul charges when called on Bethany, 0 otherwise. */
|
||||
GetEffectiveSoulCharge(): int;
|
||||
GetEffects(): TemporaryEffects;
|
||||
GetEternalHearts(): int;
|
||||
GetExtraLives(): int;
|
||||
GetFireDirection(): Direction;
|
||||
GetFlyingOffset(): Vector;
|
||||
GetGoldenHearts(): int;
|
||||
GetGreedDonationBreakChance(): float;
|
||||
GetHeadDirection(): Direction;
|
||||
GetHeartLimit(): int;
|
||||
/**
|
||||
* Returns the amount of red hearts the player has inside their heart containers and bone hearts.
|
||||
* 1 unit is half a heart.
|
||||
*/
|
||||
GetHearts(): int;
|
||||
GetItemState(): int;
|
||||
GetJarFlies(): int;
|
||||
GetJarHearts(): int;
|
||||
GetLaserOffset(laserOffset: LaserOffset, direction: Vector): Vector;
|
||||
GetLastActionTriggers(): int;
|
||||
GetLastDamageFlags(): DamageFlag;
|
||||
GetLastDamageSource(): Readonly<EntityRef>;
|
||||
GetLastDirection(): Readonly<Vector>;
|
||||
/**
|
||||
* - When called on Jacob or Esau, returns Jacob.
|
||||
* - When called on Tainted Forgotten or Tainted Forgotten's Soul, returns Tainted Forgotten.
|
||||
* - When called on any other character, returns that character.
|
||||
*/
|
||||
GetMainTwin(): EntityPlayer;
|
||||
/**
|
||||
* Returns the amount of heart containers that the player has. 1 unit is half a heart container.
|
||||
*/
|
||||
GetMaxHearts(): int;
|
||||
/**
|
||||
* Returns the maximum number of pocket items + pocket actives that the player can currently hold.
|
||||
*
|
||||
* - Usually, this will return 1.
|
||||
* - If the player has Belly Button, Starter Deck, or Little Baggy, it will increment the number
|
||||
* by 1.
|
||||
* - If the player has a pocket active item, it will increment the number by 1.
|
||||
* - If the player has a dice from the Dice Bag trinket, it will increment the number by 1.
|
||||
* - The maximum number this can return is 4.
|
||||
*/
|
||||
GetMaxPocketItems(): int;
|
||||
/**
|
||||
* Returns the maximum number of trinkets that the player can currently hold. Usually, this will
|
||||
* return 1, but the player can hold up to 2 trinkets under certain conditions (e.g. having Mom's
|
||||
* Purse).
|
||||
*/
|
||||
GetMaxTrinkets(): int;
|
||||
/**
|
||||
* Returns the current passive item mimicked by Modeling Clay
|
||||
* (or COLLECTIBLE_NULL if no effect is being mimicked).
|
||||
*/
|
||||
GetModelingClayEffect(): CollectibleType;
|
||||
GetMovementDirection(): Direction;
|
||||
GetMovementInput(): Vector;
|
||||
GetMovementJoystick(): Vector;
|
||||
GetMovementVector(): Readonly<Vector>;
|
||||
/**
|
||||
* Note that the only thing that you can do with MultiShotParams is feed it to the
|
||||
* `EntityPlayer.GetMultiShotPositionVelocity()` method.
|
||||
*
|
||||
* @param weaponType Default is WeaponType.WEAPON_TEARS.
|
||||
*/
|
||||
GetMultiShotParams(weaponType?: WeaponType): MultiShotParams;
|
||||
GetMultiShotPositionVelocity(
|
||||
loopIndex: int,
|
||||
weaponType: WeaponType,
|
||||
shotDirection: Vector,
|
||||
shotSpeed: float,
|
||||
multiShotParams: MultiShotParams,
|
||||
): PosVel;
|
||||
/**
|
||||
* Normally, this function returns the player. However, in some cases, NPCs can be redirected to
|
||||
* attack another target, in which case this function will return the alternate target
|
||||
* (e.g. after using Best Friend).
|
||||
*/
|
||||
GetNPCTarget(): Entity;
|
||||
/** Returns e.g. "Isaac", "Cain", etc. */
|
||||
GetName(): string;
|
||||
GetNumBlueFlies(): int;
|
||||
GetNumBlueSpiders(): int;
|
||||
GetNumBombs(): int;
|
||||
GetNumCoins(): int;
|
||||
/** Returns the number of giga bombs held. */
|
||||
GetNumGigaBombs(): int;
|
||||
GetNumKeys(): int;
|
||||
/**
|
||||
* - When called on Jacob, returns Esau.
|
||||
* - When called on Esau, returns Jacob.
|
||||
* - When called on Tainted Forgotten, returns Tainted Forgotten's Soul.
|
||||
* - When called on Tainted Forgotten's Soul, returns Tainted Forgotten.
|
||||
* - When called on any other character, returns undefined.
|
||||
*/
|
||||
GetOtherTwin(): EntityPlayer | undefined;
|
||||
/** Returns 0 if there is no pill. */
|
||||
GetPill(pocketItemSlot: PocketItemSlot): PillColor | int;
|
||||
GetPillRNG(pillEffect: PillEffect | int): RNG;
|
||||
GetPlayerType(): PlayerType | int;
|
||||
// GetPocketItem(slotID: int): Readonly<PlayerPocketItem>; // PlayerPocketItem is not implemented
|
||||
/**
|
||||
* Returns the joystick direction that drives player movement, taking into account certain
|
||||
* modifiers like disabled controls and seed effects.
|
||||
*/
|
||||
GetRecentMovementVector(): Readonly<Vector>;
|
||||
/**
|
||||
* This returns the actual number of rotten hearts.
|
||||
* (For example, this returns 2 if the player has 2 rotten hearts.)
|
||||
*/
|
||||
GetRottenHearts(): int;
|
||||
GetShootingInput(): Vector;
|
||||
GetShootingJoystick(): Vector;
|
||||
GetSmoothBodyRotation(): float;
|
||||
/** This gets Bethany's soul heart charges. */
|
||||
GetSoulCharge(): int;
|
||||
/**
|
||||
* 1 unit is half a heart. Black hearts count toward this total.
|
||||
* Remove them with negative numbers.
|
||||
*/
|
||||
GetSoulHearts(): int;
|
||||
/**
|
||||
* - When on The Forgotten, returns the player object for The Soul.
|
||||
* - When on The Soul, returns the player object for The Forgotten.
|
||||
* - Otherwise, returns undefined.
|
||||
*/
|
||||
GetSubPlayer(): EntityPlayer | undefined;
|
||||
/**
|
||||
* Used for tear parameters that are calculated on hit (e.g. Tough Love, Common Cold),
|
||||
*
|
||||
* @param weaponType
|
||||
* @param damageScale Default is 1.
|
||||
* @param tearDisplacement Default is 1.
|
||||
* @param source Default is undefined.
|
||||
*/
|
||||
GetTearHitParams(
|
||||
weaponType: WeaponType,
|
||||
damageScale?: float,
|
||||
tearDisplacement?: int,
|
||||
source?: Entity,
|
||||
): TearParams;
|
||||
GetTearMovementInheritance(shotDirection: Vector): Vector;
|
||||
GetTearPoisonDamage(): float;
|
||||
GetTearRangeModifier(): int;
|
||||
GetTotalDamageTaken(): int;
|
||||
GetTractorBeam(): Entity;
|
||||
/** Returns 0 if there is no trinket. */
|
||||
GetTrinket(trinketSlot: TrinketSlot): int;
|
||||
/**
|
||||
* This is the number of times that the trinket effect is applied.
|
||||
* Returns 0 if the player does not have the particular trinket.
|
||||
*/
|
||||
GetTrinketMultiplier(trinketType: TrinketType | int): int;
|
||||
GetTrinketRNG(trinketType: TrinketType | int): RNG;
|
||||
GetVelocityBeforeUpdate(): Readonly<Vector>;
|
||||
GetZodiacEffect(): ZodiacCollectibles;
|
||||
/**
|
||||
* @param collectibleType
|
||||
* @param ignoreModifiers If set to true, only counts collectibles the player actually owns and
|
||||
* ignores effects granted by items like Zodiac, 3 Dollar Bill and Lemegeton. Default is false.
|
||||
*/
|
||||
HasCollectible(
|
||||
collectibleType: CollectibleType | int,
|
||||
ignoreModifiers?: boolean,
|
||||
): boolean;
|
||||
/** Returns true if the player's item effects are currently being disabled. */
|
||||
HasCurseMistEffect(): boolean;
|
||||
HasFullHearts(): boolean;
|
||||
HasFullHeartsAndSoulHearts(): boolean;
|
||||
HasGoldenBomb(): boolean;
|
||||
HasGoldenKey(): boolean;
|
||||
/**
|
||||
* @param damageFlag Default is 0.
|
||||
*/
|
||||
HasInvincibility(damageFlag?: DamageFlag): boolean;
|
||||
HasPlayerForm(playerForm: PlayerForm): boolean;
|
||||
HasTimedItem(): boolean;
|
||||
/**
|
||||
* @param trinketType
|
||||
* @param ignoreModifiers If set to true, only counts trinkets the player actually holds and
|
||||
* ignores effects granted by other items. Default is false.
|
||||
*/
|
||||
HasTrinket(
|
||||
trinketType: TrinketType | int,
|
||||
ignoreModifiers?: boolean,
|
||||
): boolean;
|
||||
HasWeaponType(weaponType: WeaponType): boolean;
|
||||
InitBabySkin(): void;
|
||||
IsBlackHeart(heart: int): boolean;
|
||||
IsBoneHeart(heartSlot: int): boolean;
|
||||
/**
|
||||
* In a multiplayer game, if a player dies, they will return as a tiny ghost. This method returns
|
||||
* true if the player is a co-op ghost.
|
||||
*/
|
||||
IsCoopGhost(): boolean;
|
||||
IsExtraAnimationFinished(): boolean;
|
||||
IsFullSpriteRendering(): boolean;
|
||||
IsHeldItemVisible(): boolean;
|
||||
/* Is the player holding up an item (card/collectible/etc)? */
|
||||
IsHoldingItem(): boolean;
|
||||
IsItemQueueEmpty(): boolean;
|
||||
IsP2Appearing(): boolean;
|
||||
IsPosInSpotLight(position: Vector): boolean;
|
||||
/** Returns true for The Soul. Otherwise, returns false. */
|
||||
IsSubPlayer(): boolean;
|
||||
/**
|
||||
* @param activeSlot Default is ActiveSlot.SLOT_PRIMARY.
|
||||
*/
|
||||
NeedsCharge(activeSlot?: ActiveSlot): boolean;
|
||||
PlayExtraAnimation(animation: string): void;
|
||||
QueueExtraAnimation(animation: string): void;
|
||||
/**
|
||||
* When the player touches a collectible item, they are not granted it immediately. Instead, the
|
||||
* item is a queue for the duration of the animation where the player holds the item above their
|
||||
* head. When the animation is finished, the item(s) in the queue will be granted. This method
|
||||
* adds a new item to the item queue. If the player is not currently playing an animation, then
|
||||
* the queued item will simply be awarded instantly.
|
||||
*
|
||||
* @param itemConfigItem
|
||||
* @param charge Default is 0.
|
||||
* @param touched Default is false.
|
||||
* @param golden Default is false.
|
||||
* @param varData Default is false.
|
||||
*/
|
||||
QueueItem(
|
||||
itemConfigItem: ItemConfigItem,
|
||||
charge?: int,
|
||||
touched?: boolean,
|
||||
golden?: boolean,
|
||||
varData?: int,
|
||||
): void;
|
||||
RemoveBlackHeart(blackHeart: int): void;
|
||||
RemoveBlueFly(): void;
|
||||
RemoveBlueSpider(): void;
|
||||
/**
|
||||
* @param collectibleType
|
||||
* @param ignoreModifiers Ignores collectible effects granted by other items (i.e. Void).
|
||||
* Default is false.
|
||||
* @param activeSlot Sets the active slot this collectible should be removed from.
|
||||
* Default is ActiveSlot.SLOT_PRIMARY.
|
||||
* @param removeFromPlayerForm If successfully removed and part of a transformation, decrease that
|
||||
* transformation's counter by 1. Default is true.
|
||||
*/
|
||||
RemoveCollectible(
|
||||
collectibleType: CollectibleType | int,
|
||||
ignoreModifiers?: boolean,
|
||||
activeSlot?: ActiveSlot,
|
||||
removeFromPlayerForm?: boolean,
|
||||
): void;
|
||||
RemoveCostume(itemConfigItem: ItemConfigItem): void;
|
||||
/**
|
||||
* Re-enables item effects removed by AddCurseMistEffect().
|
||||
* Also attempts to restore consumables and pocket items removed by AddCurseMistEffect().
|
||||
*/
|
||||
RemoveCurseMistEffect(): void;
|
||||
RemoveGoldenBomb(): void;
|
||||
RemoveGoldenKey(): void;
|
||||
/** Removes player-specific costumes like Magdalene's hair or Cain's eyepatch. */
|
||||
RemoveSkinCostume(): void;
|
||||
RenderBody(position: Vector): void;
|
||||
RenderGlow(position: Vector): void;
|
||||
RenderHead(position: Vector): void;
|
||||
RenderTop(position: Vector): void;
|
||||
ReplaceCostumeSprite(
|
||||
itemConfigItem: ItemConfigItem,
|
||||
spritePath: string,
|
||||
spriteID: int,
|
||||
): void;
|
||||
ResetDamageCooldown(): void;
|
||||
ResetItemState(): void;
|
||||
RespawnFamiliars(): void;
|
||||
Revive(): void;
|
||||
/**
|
||||
* @param charge
|
||||
* @param activeSlot Default is ActiveSlot.SLOT_PRIMARY.
|
||||
*/
|
||||
SetActiveCharge(charge: int, activeSlot?: ActiveSlot): void;
|
||||
/** This sets Tainted Bethany's blood charges. Only works on Tainted Bethany. */
|
||||
SetBloodCharge(num: int): void;
|
||||
SetCard(pocketItemSlot: PocketItemSlot, card: Card | int): void;
|
||||
SetFullHearts(): void;
|
||||
SetMinDamageCooldown(damageCooldown: int): void;
|
||||
SetPill(pocketItemSlot: PocketItemSlot, pillColor: PillColor | int): void;
|
||||
/**
|
||||
* Sets the player's pocket active item to the given active item.
|
||||
* Items added to SLOT_POCKET2 will always be removed upon being used.
|
||||
*
|
||||
* @param collectibleType
|
||||
* @param slot Can be either ActiveSlot.SLOT_POCKET or ActiveSlot.SLOT_POCKET2. Default is ActiveSlot.SLOT_POCKET.
|
||||
* @param keepInPools If true, the item will not be removed from the item pools. Default is false.
|
||||
*/
|
||||
SetPocketActiveItem(
|
||||
collectibleType: CollectibleType,
|
||||
slot?: ActiveSlot,
|
||||
keepInPools?: boolean,
|
||||
): void;
|
||||
SetShootingCooldown(cooldown: int): void;
|
||||
/**
|
||||
* This sets Bethany's soul heart charges.
|
||||
*
|
||||
* @param num
|
||||
*/
|
||||
SetSoulCharge(num: int): void;
|
||||
SetTargetTrapDoor(trapDoor: GridEntity): void;
|
||||
ShootRedCandle(direction: Vector): void;
|
||||
SpawnMawOfVoid(timeout: int): EntityLaser;
|
||||
StopExtraAnimation(): void;
|
||||
SwapActiveItems(): void;
|
||||
ThrowBlueSpider(position: Vector, target: Vector): Entity;
|
||||
/**
|
||||
* Spawns a friendly dip (from Dirty Mind) and throws it towards the specified target.
|
||||
*
|
||||
* @param subType
|
||||
* @param position
|
||||
* @param target If Vector.Zero, throws the spawned dip in a random direction. Default is
|
||||
* Vector.Zero.
|
||||
*/
|
||||
ThrowFriendlyDip(
|
||||
subType: DipFamiliarSubType,
|
||||
position: Vector,
|
||||
target?: Vector,
|
||||
): EntityFamiliar;
|
||||
/**
|
||||
* If holding an entity, throws it in the specified direction and returns it. Otherwise, returns
|
||||
* undefined.
|
||||
*
|
||||
* @param velocity
|
||||
*/
|
||||
ThrowHeldEntity(velocity: Vector): Entity;
|
||||
/**
|
||||
* Triggers the extra effect granted by Book of Virtues for the given active item.
|
||||
*
|
||||
* @param collectibleType Default is CollectibleType.COLLECTIBLE_NULL.
|
||||
*/
|
||||
TriggerBookOfVirtues(collectibleType?: CollectibleType): void;
|
||||
/**
|
||||
* Attempts to pick up the given entity, returns true on success.
|
||||
* Currently only works with some entity types (mainly bombs and enemies).
|
||||
*/
|
||||
TryHoldEntity(entity: Entity): boolean;
|
||||
TryHoldTrinket(trinketType: TrinketType | int): boolean;
|
||||
/**
|
||||
* @param collectibleType
|
||||
* @param keepPersistent If set to false, this method will only remove temporary costumes.
|
||||
*/
|
||||
TryRemoveCollectibleCostume(
|
||||
collectibleType: CollectibleType | int,
|
||||
keepPersistent: boolean,
|
||||
): void;
|
||||
TryRemoveNullCostume(nullItemID: NullItemID | int): void;
|
||||
/**
|
||||
* Will remove the specified trinket, if it exists. This will also remove The Tick and smelted
|
||||
* trinkets.
|
||||
*
|
||||
* @param trinketType If you provide an argument of 0 or an otherwise invalid trinket ID, the game
|
||||
* will crash.
|
||||
* @returns Whether or not the specified trinket was removed successfully.
|
||||
*/
|
||||
TryRemoveTrinket(trinketType: TrinketType | int): boolean;
|
||||
TryRemoveTrinketCostume(trinketType: TrinketType | int): void;
|
||||
TryUseKey(): boolean;
|
||||
UpdateCanShoot(): void;
|
||||
/**
|
||||
* @param collectibleType
|
||||
* @param useFlag Default is 0.
|
||||
* @param activeSlot The active slot this item was used from.
|
||||
* (Set to -1 if this item wasn't triggered by any active slot.)
|
||||
* Default is ActiveSlot.SLOT_PRIMARY.
|
||||
*/
|
||||
UseActiveItem(
|
||||
collectibleType: CollectibleType | int,
|
||||
useFlag?: UseFlag,
|
||||
activeSlot?: ActiveSlot,
|
||||
): void;
|
||||
/**
|
||||
* @param collectibleType
|
||||
* @param showAnim
|
||||
* @param keepActiveItem
|
||||
* @param allowNonMainPlayer
|
||||
* @param toAddCostume
|
||||
* @param activeSlot The active slot this item was used from.
|
||||
* (Set to -1 if this item wasn't triggered by any active slot.)
|
||||
* Default is ActiveSlot.SLOT_PRIMARY.
|
||||
*/
|
||||
UseActiveItem(
|
||||
collectibleType: CollectibleType | int,
|
||||
showAnim: boolean,
|
||||
keepActiveItem: boolean,
|
||||
allowNonMainPlayer: boolean,
|
||||
toAddCostume: boolean,
|
||||
activeSlot?: ActiveSlot,
|
||||
): void;
|
||||
/**
|
||||
* @param card
|
||||
* @param useFlag Default is 0.
|
||||
*/
|
||||
UseCard(card: Card | int, useFlag?: UseFlag): void;
|
||||
/**
|
||||
* @param pillEffect
|
||||
* @param pillColor
|
||||
* @param useFlag Default is 0.
|
||||
*/
|
||||
UsePill(
|
||||
pillEffect: PillEffect | int,
|
||||
pillColor: PillColor | int,
|
||||
useFlag?: UseFlag,
|
||||
): void;
|
||||
WillPlayerRevive(): boolean;
|
||||
|
||||
BabySkin: BabySubType | int;
|
||||
/** Only change this in the EvaluateCache callback. */
|
||||
CanFly: boolean;
|
||||
readonly ControllerIndex: ControllerIndex;
|
||||
ControlsCooldown: int;
|
||||
ControlsEnabled: boolean;
|
||||
/** Only change this in the EvaluateCache callback. */
|
||||
Damage: float;
|
||||
FireDelay: int;
|
||||
// readonly FriendBallEnemy: Readonly<EntityDesc>; // EntityDesc is not implemented
|
||||
HeadFrameDelay: int;
|
||||
ItemHoldCooldown: int;
|
||||
LaserColor: Color;
|
||||
/** Only change this in the EvaluateCache callback. */
|
||||
Luck: float;
|
||||
/** Only change this in the EvaluateCache callback. */
|
||||
MaxFireDelay: int;
|
||||
/** Only change this in the EvaluateCache callback. */
|
||||
MoveSpeed: float;
|
||||
QueuedItem: QueueItemData;
|
||||
/** Only change this in the EvaluateCache callback. */
|
||||
ShotSpeed: float;
|
||||
SpriteScale: Vector;
|
||||
TearColor: Color;
|
||||
TearFallingAcceleration: float;
|
||||
/** Only change this in the EvaluateCache callback. */
|
||||
TearFallingSpeed: float;
|
||||
/**
|
||||
* Only change this in the EvaluateCache callback.
|
||||
* Be aware that this is really a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
TearFlags: int;
|
||||
/**
|
||||
* This is equal to the range stat multiplied by -1.
|
||||
* Only change this in the EvaluateCache callback.
|
||||
*/
|
||||
TearHeight: float;
|
||||
readonly TearsOffset: Readonly<Vector>;
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
declare interface EntityProjectile extends Entity {
|
||||
AddChangeFlags(flags: int): void;
|
||||
AddFallingAccel(value: float): void;
|
||||
AddFallingSpeed(value: float): void;
|
||||
AddHeight(value: float): void;
|
||||
AddProjectileFlags(flags: ProjectileFlags): void;
|
||||
AddScale(value: float): void;
|
||||
ClearProjectileFlags(flags: int): void;
|
||||
HasProjectileFlags(flags: int): void;
|
||||
|
||||
Acceleration: float;
|
||||
ChangeFlags: ProjectileFlags;
|
||||
ChangeTimeout: int;
|
||||
ChangeVelocity: float;
|
||||
CurvingStrength: float;
|
||||
Damage: float;
|
||||
DepthOffset: float;
|
||||
FallingAccel: float;
|
||||
FallingSpeed: float;
|
||||
Height: float;
|
||||
HomingStrength: float;
|
||||
ProjectileFlags: ProjectileFlags;
|
||||
Scale: float;
|
||||
WiggleFrameOffset: int;
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
declare function EntityPtr(this: void, entity: Entity): EntityPtr;
|
||||
|
||||
declare interface EntityPtr {
|
||||
SetReference(ref: Entity): void;
|
||||
|
||||
readonly Ref: Entity | undefined;
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
declare function EntityRef(this: void, entity: Entity | undefined): EntityRef;
|
||||
|
||||
declare interface EntityRef {
|
||||
Entity: Entity;
|
||||
IsCharmed: boolean;
|
||||
IsFriendly: boolean;
|
||||
Position: Vector;
|
||||
SpawnerType: EntityType | int;
|
||||
SpawnerVariant: int;
|
||||
Type: EntityType | int;
|
||||
Variant: int;
|
||||
}
|
|
@ -1,56 +0,0 @@
|
|||
declare interface EntityTear extends Entity {
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
AddTearFlags(flags: TearFlags): void;
|
||||
ChangeVariant(newVariant: TearVariant | int): void;
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
ClearTearFlags(flags: TearFlags): void;
|
||||
/**
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
HasTearFlags(flags: TearFlags): boolean;
|
||||
ResetSpriteScale(): void;
|
||||
SetDeadEyeIntensity(intensity: float): void;
|
||||
SetKnockbackMultiplier(multiplier: float): void;
|
||||
SetParentOffset(offset: Vector): void;
|
||||
SetWaitFrames(value: int): void;
|
||||
|
||||
readonly BaseDamage: float;
|
||||
readonly BaseScale: float;
|
||||
Bounced: boolean;
|
||||
CanTriggerStreakEnd: boolean;
|
||||
ContinueVelocity: Vector;
|
||||
FallingAcceleration: float;
|
||||
FallingSpeed: float;
|
||||
Height: float;
|
||||
HomingFriction: float;
|
||||
KnockbackMultiplier: float;
|
||||
ParentOffset: Vector;
|
||||
readonly PosDisplacement: Readonly<Vector>;
|
||||
Rotation: float;
|
||||
Scale: float;
|
||||
StickDiff: Vector;
|
||||
StickTarget: Entity;
|
||||
StickTimer: int;
|
||||
/**
|
||||
* Be aware that this is really a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
TearFlags: int;
|
||||
/**
|
||||
* - In each run, the game keeps track of how many tears have been fired by the player in total.
|
||||
* This is used for items such as Lead Pencil.
|
||||
* - TearIndex represents this tear counter.
|
||||
* - It is 0-indexed, meaning that the first tear fired by the player on a run will have a
|
||||
* TearIndex of 0, the second tear fired by the player on a run will have a TearIndex of 1,and so
|
||||
* on.
|
||||
*/
|
||||
readonly TearIndex: int;
|
||||
WaitFrames: int;
|
||||
}
|
|
@ -1,75 +0,0 @@
|
|||
declare function Font(this: void): Font;
|
||||
|
||||
declare interface Font {
|
||||
/**
|
||||
* @param str
|
||||
* @param positionX
|
||||
* @param positionY
|
||||
* @param renderColor
|
||||
* @param boxWidth Default is 0.
|
||||
* @param center Default is false.
|
||||
*/
|
||||
DrawString(
|
||||
str: string,
|
||||
positionX: float,
|
||||
positionY: float,
|
||||
renderColor: KColor,
|
||||
boxWidth?: int,
|
||||
center?: boolean,
|
||||
): void;
|
||||
/**
|
||||
* @param str
|
||||
* @param positionX
|
||||
* @param positionY
|
||||
* @param scaleX
|
||||
* @param scaleY
|
||||
* @param renderColor
|
||||
* @param boxWidth Default is 0.
|
||||
* @param center Default is false.
|
||||
*/
|
||||
DrawStringScaled(
|
||||
str: string,
|
||||
positionX: float,
|
||||
positionY: float,
|
||||
scaleX: float,
|
||||
scaleY: float,
|
||||
renderColor: KColor,
|
||||
boxWidth?: int,
|
||||
center?: boolean,
|
||||
): void;
|
||||
DrawStringScaledUTF8(
|
||||
str: string,
|
||||
positionX: float,
|
||||
positionY: float,
|
||||
scaleX: float,
|
||||
scaleY: float,
|
||||
renderColor: KColor,
|
||||
boxWidth: int,
|
||||
center: boolean,
|
||||
): void;
|
||||
/**
|
||||
* @param str
|
||||
* @param positionX
|
||||
* @param positionY
|
||||
* @param renderColor
|
||||
* @param boxWidth Default is 0.
|
||||
* @param center Default is false.
|
||||
*/
|
||||
DrawStringUTF8(
|
||||
str: string,
|
||||
positionX: float,
|
||||
positionY: float,
|
||||
renderColor: KColor,
|
||||
boxWidth?: int,
|
||||
center?: boolean,
|
||||
): void;
|
||||
GetBaselineHeight(): int;
|
||||
GetCharacterWidth(character: string): int;
|
||||
GetLineHeight(): int;
|
||||
GetStringWidth(str: string): int;
|
||||
GetStringWidthUTF8(str: string): int;
|
||||
IsLoaded(): boolean;
|
||||
Load(filePath: string): boolean;
|
||||
SetMissingCharacter(missingCharacter: int): void;
|
||||
Unload(): void;
|
||||
}
|
|
@ -1,242 +0,0 @@
|
|||
declare interface Game {
|
||||
AddDevilRoomDeal(): void;
|
||||
AddEncounteredBoss(entityType: EntityType | int, variant: int): void;
|
||||
AddPixelation(duration: int): void;
|
||||
AddStageWithoutDamage(): void;
|
||||
AddStageWithoutHeartsPicked(): void;
|
||||
AddTreasureRoomsVisited(): void;
|
||||
/**
|
||||
* There is no separate BombFlags enum, so bombs use tear flags.
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*
|
||||
* @param position
|
||||
* @param damage
|
||||
* @param radius
|
||||
* @param lineCheck Default is true.
|
||||
* @param source Default is undefined.
|
||||
* @param tearFlags Default is TearFlags.TEAR_NORMAL.
|
||||
* @param damageFlags Default is DamageFlag.DAMAGE_EXPLOSION.
|
||||
* @param damageSource Default is false.
|
||||
*/
|
||||
BombDamage(
|
||||
position: Vector,
|
||||
damage: float,
|
||||
radius: float,
|
||||
lineCheck?: boolean,
|
||||
source?: Entity,
|
||||
tearFlags?: int,
|
||||
damageFlags?: DamageFlag,
|
||||
damageSource?: boolean,
|
||||
): void;
|
||||
/**
|
||||
* There is no separate BombFlags enum, so bombs use tear flags.
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*
|
||||
* @param position
|
||||
* @param damage
|
||||
* @param tearFlags Default is TearFlags.TEAR_NORMAL.
|
||||
* @param color Default is Color.Default.
|
||||
* @param source Default is undefined.
|
||||
* @param radiusMult Default is 1.
|
||||
* @param lineCheck Default is true.
|
||||
* @param damageSource Default is false.
|
||||
* @param damageFlags Default is DamageFlag.DAMAGE_EXPLOSION.
|
||||
*/
|
||||
BombExplosionEffects(
|
||||
position: Vector,
|
||||
damage: float,
|
||||
tearFlags?: int,
|
||||
color?: Color,
|
||||
source?: Entity,
|
||||
radiusMult?: float,
|
||||
lineCheck?: boolean,
|
||||
damageSource?: boolean,
|
||||
damageFlags?: DamageFlag,
|
||||
): void;
|
||||
/**
|
||||
* There is no separate BombFlags enum, so bombs use tear flags.
|
||||
* Be aware that this really takes a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*
|
||||
* @param position
|
||||
* @param radius
|
||||
* @param tearFlags
|
||||
* @param source Default is undefined.
|
||||
* @param radiusMult Default is 1.
|
||||
*/
|
||||
BombTearflagEffects(
|
||||
position: Vector,
|
||||
radius: float,
|
||||
tearFlags: int,
|
||||
source?: Entity,
|
||||
radiusMult?: float,
|
||||
): void;
|
||||
ButterBeanFart(
|
||||
position: Vector,
|
||||
radius: float,
|
||||
source: Entity,
|
||||
showEffect: boolean,
|
||||
doSuperKnockback: boolean,
|
||||
): void;
|
||||
/**
|
||||
* @param roomIndex
|
||||
* @param dimension Default is Dimension.CURRENT.
|
||||
*/
|
||||
ChangeRoom(roomIndex: int, dimension?: Dimension): void;
|
||||
CharmFart(position: Vector, radius: float, source: Entity): void;
|
||||
ClearDonationModAngel(): void;
|
||||
ClearDonationModGreed(): void;
|
||||
ClearStagesWithoutDamage(): void;
|
||||
ClearStagesWithoutHeartsPicked(): void;
|
||||
Darken(darkness: float, timeout: int): void;
|
||||
DonateAngel(donate: int): void;
|
||||
DonateGreed(donate: int): void;
|
||||
End(ending: Ending): void;
|
||||
Fadein(speed: float): void;
|
||||
Fadeout(speed: float, fadeoutTarget: FadeoutTarget): void;
|
||||
/**
|
||||
* @param position
|
||||
* @param radius Default is 85.
|
||||
* @param source Default is undefined.
|
||||
* @param fartScale Default is 1.
|
||||
* @param fartSubType Default is 0
|
||||
* @param fartColor Default is Color.Default.
|
||||
*/
|
||||
Fart(
|
||||
position: Vector,
|
||||
radius?: float,
|
||||
source?: Entity,
|
||||
fartScale?: float,
|
||||
fartSubType?: int,
|
||||
fartColor?: Color,
|
||||
): void;
|
||||
FinishChallenge(): void;
|
||||
// GetAmbush(): Ambush; // Ambush is not implemented
|
||||
GetDarknessModifier(): float;
|
||||
GetDevilRoomDeals(): int;
|
||||
GetDonationModAngel(): int;
|
||||
GetDonationModGreed(): int;
|
||||
GetFont(): Font;
|
||||
GetFrameCount(): int;
|
||||
GetGreedBossWaveNum(): int;
|
||||
GetGreedWavesNum(): int;
|
||||
// GetItemOverlay(): ItemOverlay; // ItemOverlay is not implemented
|
||||
GetHUD(): HUD;
|
||||
GetItemPool(): ItemPool;
|
||||
/** This function is bugged and returns useless userdata. */
|
||||
GetLastDevilRoomStage(fakeArg: never): LevelStage;
|
||||
GetLastLevelWithDamage(): LevelStage;
|
||||
GetLastLevelWithoutHalfHp(): LevelStage;
|
||||
GetLevel(): Level;
|
||||
GetNearestPlayer(position: Vector): EntityPlayer;
|
||||
GetNumEncounteredBosses(): int;
|
||||
GetNumPlayers(): int;
|
||||
/** Use `Isaac.GetPlayer()` instead of this function. */
|
||||
GetPlayer(fakeArg: never): EntityPlayer | undefined;
|
||||
GetRandomPlayer(position: Vector, radius: float): EntityPlayer;
|
||||
GetRoom(): Room;
|
||||
GetScreenShakeCountdown(): Readonly<int>;
|
||||
GetSeeds(): Seeds;
|
||||
GetStagesWithoutDamage(): int;
|
||||
GetStagesWithoutHeartsPicked(): int;
|
||||
GetStateFlag(gameStateFlag: GameStateFlag): boolean;
|
||||
GetTargetDarkness(): float;
|
||||
GetTreasureRoomVisitCount(): int;
|
||||
GetVictoryLap(): int;
|
||||
HasEncounteredBoss(entityType: EntityType | int, variant: int): boolean;
|
||||
HasHallucination(): int;
|
||||
IsGreedMode(): boolean;
|
||||
IsPaused(): boolean;
|
||||
MoveToRandomRoom(IAmErrorRoom: boolean, seed: int): void;
|
||||
NextVictoryLap(): void;
|
||||
Render(): void;
|
||||
RerollEnemy(entity: Entity): boolean;
|
||||
RerollLevelCollectibles(): void;
|
||||
RerollLevelPickups(seed: int): void;
|
||||
SetLastDevilRoomStage(levelStage: LevelStage): void;
|
||||
SetLastLevelWithDamage(levelStage: LevelStage): void;
|
||||
SetLastLevelWithoutHalfHp(levelStage: LevelStage): void;
|
||||
SetStateFlag(gameStateFlag: GameStateFlag, val: boolean): void;
|
||||
ShakeScreen(timeout: int): void;
|
||||
ShowFortune(): void;
|
||||
/**
|
||||
* @param frameCount
|
||||
* @param hallucinationBackdrop Default is BackdropType.NUM_BACKDROPS.
|
||||
*/
|
||||
ShowHallucination(
|
||||
frameCount: int,
|
||||
hallucinationBackdropType?: BackdropType,
|
||||
): void;
|
||||
ShowRule(): void;
|
||||
Spawn(
|
||||
entityType: EntityType | int,
|
||||
variant: int,
|
||||
position: Vector,
|
||||
velocity: Vector,
|
||||
spawner: Entity | undefined,
|
||||
subType: int,
|
||||
seed: int,
|
||||
): Entity;
|
||||
/*
|
||||
SpawnEntityDesc(
|
||||
entityDesc: EntityDesc, // EntityDesc is not implemented
|
||||
position: Vector,
|
||||
spawner: Entity,
|
||||
): EntityNPC;
|
||||
*/
|
||||
/**
|
||||
* @param position
|
||||
* @param effectVariant
|
||||
* @param numParticles
|
||||
* @param speed
|
||||
* @param color Default is Color.Default.
|
||||
* @param height Default is 100000.
|
||||
* @param subType Default is 0.
|
||||
*/
|
||||
SpawnParticles(
|
||||
position: Vector,
|
||||
effectVariant: EffectVariant | int,
|
||||
numParticles: int,
|
||||
speed: float,
|
||||
color?: Color,
|
||||
height?: float,
|
||||
subType?: int,
|
||||
): void;
|
||||
/**
|
||||
* You have to set Level.LeaveDoor to an appropriate value before using this function. Otherwise,
|
||||
* you will be sent to the wrong room. (For teleports, set it to -1.)
|
||||
*
|
||||
* @param roomIndex
|
||||
* @param direction
|
||||
* @param roomTransition Default is RoomTransitionAnim.WALK.
|
||||
* @param player Default is undefined.
|
||||
* @param dimension Default is Dimension.CURRENT.
|
||||
*/
|
||||
StartRoomTransition(
|
||||
roomIndex: int,
|
||||
direction: Direction,
|
||||
roomTransitionAnim?: RoomTransitionAnim,
|
||||
player?: EntityPlayer,
|
||||
dimension?: Dimension,
|
||||
): void;
|
||||
StartStageTransition(
|
||||
sameStage: boolean,
|
||||
stageTransition: StageTransition,
|
||||
): void;
|
||||
Update(): void;
|
||||
/**
|
||||
* @param position
|
||||
* @param force Default is 10.
|
||||
* @param radius Default is 250.
|
||||
*/
|
||||
UpdateStrangeAttractor(position: Vector, force?: float, radius?: float): void;
|
||||
|
||||
BlueWombParTime: int;
|
||||
BossRushParTime: int;
|
||||
Challenge: Challenge | int;
|
||||
readonly Difficulty: Difficulty;
|
||||
readonly ScreenShakeOffset: Readonly<Vector>;
|
||||
TimeCounter: int;
|
||||
}
|
|
@ -1,35 +0,0 @@
|
|||
declare interface GridEntity {
|
||||
Destroy(immediate: boolean): boolean;
|
||||
GetGridIndex(): int;
|
||||
/** The RNG returned is a reference (i.e. not a copy). */
|
||||
GetRNG(): RNG;
|
||||
GetSaveState(): GridEntityDesc;
|
||||
/** The Sprite returned is a reference (i.e. not a copy). */
|
||||
GetSprite(): Sprite;
|
||||
GetType(): GridEntityType | int;
|
||||
GetVariant(): int;
|
||||
Hurt(damage: int): boolean;
|
||||
Init(seed: int): void;
|
||||
PostInit(): void;
|
||||
Render(offset: Vector): void;
|
||||
SetType(gridEntityType: GridEntityType): void;
|
||||
SetVariant(variant: int): void;
|
||||
ToDoor(): GridEntityDoor | undefined;
|
||||
ToPit(): GridEntityPit | undefined;
|
||||
ToPoop(): GridEntityPoop | undefined;
|
||||
ToPressurePlate(): GridEntityPressurePlate | undefined;
|
||||
ToRock(): GridEntityRock | undefined;
|
||||
ToSpikes(): GridEntitySpikes | undefined;
|
||||
ToTNT(): GridEntityTNT | undefined;
|
||||
Update(): void;
|
||||
|
||||
CollisionClass: GridCollisionClass;
|
||||
/**
|
||||
* Use the `GetSaveState()` method instead of accessing Desc directly, as it is a deprecated
|
||||
* property.
|
||||
*/
|
||||
Desc: never; // GridEntityDesc;
|
||||
readonly Position: Readonly<Vector>;
|
||||
State: int;
|
||||
VarData: int;
|
||||
}
|
|
@ -1,10 +0,0 @@
|
|||
declare interface GridEntityDesc {
|
||||
Initialized: boolean;
|
||||
SpawnCount: int;
|
||||
SpawnSeed: int;
|
||||
State: int;
|
||||
Type: GridEntityType | int;
|
||||
VarData: int;
|
||||
VariableSeed: int;
|
||||
Variant: int;
|
||||
}
|
|
@ -1,33 +0,0 @@
|
|||
declare interface GridEntityDoor extends GridEntity {
|
||||
Bar(): void;
|
||||
CanBlowOpen(): boolean;
|
||||
Close(force: boolean): void;
|
||||
GetSpriteOffset(): Readonly<Vector>;
|
||||
IsBusted(): boolean;
|
||||
IsKeyFamiliarTarget(): boolean;
|
||||
IsLocked(): boolean;
|
||||
IsOpen(): boolean;
|
||||
IsRoomType(roomType: RoomType): boolean;
|
||||
IsTargetRoomArcade(): boolean;
|
||||
Open(): void;
|
||||
SetLocked(locked: boolean): void;
|
||||
SetRoomTypes(currentRoomType: RoomType, targetRoomType: RoomType): void;
|
||||
SpawnDust(): void;
|
||||
TryBlowOpen(fromExplosion: boolean, source: Entity): boolean;
|
||||
TryUnlock(player: EntityPlayer, force: boolean): boolean;
|
||||
|
||||
Busted: boolean;
|
||||
CloseAnimation: string;
|
||||
CurrentRoomType: RoomType;
|
||||
Direction: Direction;
|
||||
ExtraSprite: Sprite;
|
||||
ExtraVisible: boolean;
|
||||
LockedAnimation: string;
|
||||
OpenAnimation: string;
|
||||
OpenLockedAnimation: string;
|
||||
// PreviousState: State; // State is not implemented (it is userdata and not an int)
|
||||
PreviousVariant: DoorVariant;
|
||||
Slot: DoorSlot;
|
||||
TargetRoomIndex: int;
|
||||
TargetRoomType: RoomType;
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
declare interface GridEntityPit extends GridEntity {
|
||||
MakeBridge(bridgeSource: GridEntity | undefined): void;
|
||||
SetLadder(value: boolean): void;
|
||||
UpdateCollision(): void;
|
||||
|
||||
HasLadder: boolean;
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
declare interface GridEntityPoop extends GridEntity {
|
||||
ReduceSpawnRate(): void;
|
||||
RespawnRedPoop(): void;
|
||||
|
||||
ReducedSpawnRate: boolean;
|
||||
ReviveTimer: int;
|
||||
StateAnimation: string;
|
||||
UnderPlayer: boolean;
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
declare interface GridEntityPressurePlate extends GridEntity {
|
||||
Reward(): void;
|
||||
|
||||
GreedModeRNG: RNG;
|
||||
NextGreedAnimation: string;
|
||||
TimerPlate: Sprite;
|
||||
}
|
|
@ -1,10 +0,0 @@
|
|||
declare interface GridEntityRock extends GridEntity {
|
||||
GetBigRockFrame(): int;
|
||||
GetRubbleAnim(): string;
|
||||
SetBigRockFrame(frame: int): void;
|
||||
UpdateAnimFrame(): void;
|
||||
|
||||
Anim: string;
|
||||
FrameCnt: int;
|
||||
RubbleAnim: string;
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
declare interface GridEntitySpikes extends GridEntity {
|
||||
Timeout: int;
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
declare interface GridEntityTNT extends GridEntity {
|
||||
FrameCnt: int;
|
||||
}
|
|
@ -1,47 +0,0 @@
|
|||
declare interface HUD {
|
||||
/**
|
||||
* Causes the charge bar of the active item in the specified slot to blink as if it had gained
|
||||
* charges.
|
||||
*
|
||||
* @param player
|
||||
* @param slot Default is ActiveSlot.SLOT_PRIMARY.
|
||||
*/
|
||||
FlashChargeBar(player: EntityPlayer, slot?: ActiveSlot): void;
|
||||
/**
|
||||
* Forces the specified active item slot to update. This might be useful for functions that modify
|
||||
* an active item slot without directly giving or removing items.
|
||||
*
|
||||
* @param player
|
||||
* @param slot Default is ActiveSlot.SLOT_PRIMARY
|
||||
*/
|
||||
InvalidateActiveItem(player: EntityPlayer, slot?: ActiveSlot): void;
|
||||
/**
|
||||
* Forces the crafting output from Bag of Crafting to update.
|
||||
*
|
||||
* @param player
|
||||
*/
|
||||
InvalidateCraftingItem(player: EntityPlayer): void;
|
||||
IsVisible(): boolean;
|
||||
SetVisible(visible: boolean): void;
|
||||
/**
|
||||
* Accepts a sequence of up to 32 strings, where each string is a line of text.
|
||||
* Passing more than 7 lines will result in them not being displayed properly since the fortune
|
||||
* paper does not dynamically stretch to accommodate the extra lines yet.
|
||||
*
|
||||
* @param text
|
||||
*/
|
||||
ShowFortuneText(...text: string[]): void;
|
||||
/**
|
||||
* Shows the pickup text for the specified item as if it was picked up by the specified player.
|
||||
*/
|
||||
ShowItemText(player: EntityPlayer, item: ItemConfigItem): void;
|
||||
/**
|
||||
* Shows a custom pickup text.
|
||||
*
|
||||
* @param name
|
||||
* @param description Default is "".
|
||||
* @param paper If set to true, displays the description on a small piece of paper, similar to
|
||||
* curses. Default is false.
|
||||
*/
|
||||
ShowItemText(name: string, description?: string, paper?: boolean): void;
|
||||
}
|
|
@ -1,18 +0,0 @@
|
|||
export {};
|
||||
|
||||
declare global {
|
||||
/** @noSelf */
|
||||
namespace Input {
|
||||
function GetActionValue(action: ButtonAction, controllerID: int): float;
|
||||
function GetButtonValue(button: Keyboard, controllerID: int): float;
|
||||
function GetMousePosition(gameCoords: boolean): Vector;
|
||||
function IsActionPressed(action: ButtonAction, controllerID: int): boolean;
|
||||
function IsActionTriggered(
|
||||
action: ButtonAction,
|
||||
controllerID: int,
|
||||
): boolean;
|
||||
function IsButtonPressed(button: Keyboard, controllerID: int): boolean;
|
||||
function IsButtonTriggered(button: Keyboard, controllerID: int): boolean;
|
||||
function IsMouseBtnPressed(button: Mouse): boolean;
|
||||
}
|
||||
}
|
|
@ -1,262 +0,0 @@
|
|||
export {};
|
||||
|
||||
declare global {
|
||||
/** @noSelf */
|
||||
namespace Isaac {
|
||||
/**
|
||||
* Your mod can't do much of anything unless you attach some callback functions that can run
|
||||
* code when certain things happen. The different types of callbacks are represented in the
|
||||
* ModCallbacks enum.
|
||||
*
|
||||
* Some callbacks take an optional third argument to specify that you only want it the function
|
||||
* to fire on a specific thing. For example:
|
||||
* ```
|
||||
* mod.AddCallback(
|
||||
* ModCallbacks.MC_POST_EFFECT_UPDATE,
|
||||
* postEffectUpdatePoof01,
|
||||
* EffectVariant.POOF01,
|
||||
* )
|
||||
* ```
|
||||
*/
|
||||
function AddCallback(
|
||||
mod: Mod,
|
||||
callbackID: ModCallbacks,
|
||||
callbackFn: () => void,
|
||||
entityID?: int,
|
||||
): void;
|
||||
/**
|
||||
* @returns The pill color.
|
||||
*/
|
||||
function AddPillEffectToPool(pillEffect: PillEffect | int): PillColor | int;
|
||||
/**
|
||||
* Puts a string into the debug console. (You can open the debug console with the tilde key.)
|
||||
*/
|
||||
function ConsoleOutput(text: string): void;
|
||||
function CountBosses(): int;
|
||||
function CountEnemies(): int;
|
||||
/**
|
||||
* This function is currently bugged (i.e. in Repentance v820) and should not be used.
|
||||
* In the meantime, use "FindByType()" as a workaround.
|
||||
*
|
||||
* @param spawner
|
||||
* @param entityType Default is EntityType.ENTITY_NULL.
|
||||
* @param variant Specifying -1 will return all variants. Default is -1.
|
||||
* @param subType Specifying -1 will return all subtypes. Default is -1.
|
||||
*/
|
||||
function CountEntities(
|
||||
fakeArg: never,
|
||||
spawner: Entity | undefined,
|
||||
entityType?: EntityType | int,
|
||||
variant?: int,
|
||||
subType?: int,
|
||||
): int;
|
||||
/**
|
||||
* Prints a string to the "log.txt" file. By default, the file is located at:
|
||||
* `C:\Users\[YourUsername]\Documents\My Games\Binding of Isaac Repentance\log.txt`
|
||||
*/
|
||||
function DebugString(msg: string): Mod;
|
||||
/** Executes a command on the debug console. */
|
||||
function ExecuteCommand(command: string): string;
|
||||
function Explode(
|
||||
position: Vector,
|
||||
source: Entity | undefined,
|
||||
damage: float,
|
||||
): void;
|
||||
/**
|
||||
* @param entityType
|
||||
* @param variant Default is -1.
|
||||
* @param subType Default is -1.
|
||||
* @param cache Default is false.
|
||||
* @param ignoreFriendly Default is false.
|
||||
*/
|
||||
function FindByType(
|
||||
entityType: EntityType | int,
|
||||
variant?: int,
|
||||
subType?: int,
|
||||
cache?: boolean,
|
||||
ignoreFriendly?: boolean,
|
||||
): Entity[];
|
||||
/**
|
||||
* Beware:
|
||||
* - this function does not work in the PostNewRoom callback
|
||||
* - it excludes effects, even when the effect partition is selected
|
||||
* - it can exclude dead enemies
|
||||
*
|
||||
* It is recommended to never use this function and instead use `Isaac.FindByType()` or
|
||||
* `Isaac.GetRoomEntities()`.
|
||||
*
|
||||
* @param position
|
||||
* @param radius
|
||||
* @param partitions Default is 0xFFFFFFFF.
|
||||
*/
|
||||
function FindInRadius(
|
||||
position: Vector,
|
||||
radius: float,
|
||||
partitions?: int,
|
||||
): Entity[];
|
||||
/** Returns -1 if no card with the specified name was found. */
|
||||
function GetCardIdByName(cardName: string): Card | int;
|
||||
/** Returns 0 if the current run is not a challenge. */
|
||||
function GetChallenge(): Challenge | int;
|
||||
/** Returns -1 if the specified challenge name does not exist. */
|
||||
function GetChallengeIdByName(challengeName: string): Challenge | int;
|
||||
/** Returns -1 if no costume with the specified name was found. */
|
||||
function GetCostumeIdByPath(path: string): int;
|
||||
/** Returns -1 if no curse with the specified name was found. */
|
||||
function GetCurseIdByName(curseName: string): LevelCurse | int;
|
||||
/** Returns 0 if no entity with the specified name was found. */
|
||||
function GetEntityTypeByName(entityName: string): EntityType | int;
|
||||
/** Returns -1 if no entity with the specified name was found. */
|
||||
function GetEntityVariantByName(entityName: string): int;
|
||||
/**
|
||||
* Returns the amount of render frames that have passed since the game was open.
|
||||
* The counter for this increases even when the game is paused or when you are in the main menu.
|
||||
* Since Isaac frames are equal to render frames, 60 frames equals 1 second.
|
||||
* Note that these frames are completely different from the frames returned from
|
||||
* `Game().GetFrameCount()` and other functions.
|
||||
*/
|
||||
function GetFrameCount(): int;
|
||||
function GetFreeNearPosition(position: Vector, step: float): Vector;
|
||||
function GetItemConfig(): ItemConfig;
|
||||
/** Returns -1 if no collectible with the specified name was found. */
|
||||
function GetItemIdByName(entityName: string): CollectibleType | int;
|
||||
/** Returns -1 if no music with the specified name was found. */
|
||||
function GetMusicIdByName(musicName: string): Music | int;
|
||||
/** Returns -1 if no pill with the specified name was found. */
|
||||
function GetPillEffectByName(pillName: string): PillEffect | int;
|
||||
/**
|
||||
* With no argument, it returns the 0th player.
|
||||
* For the purposes of this definition, we assume that the 0th player always exists.
|
||||
* However, if called in the menu, this function will return undefined, so beware.
|
||||
*/
|
||||
function GetPlayer(): EntityPlayer;
|
||||
/**
|
||||
* For the purposes of this definition, we assume that the 0th player always exists.
|
||||
* However, if called in the menu, this function will return undefined, so beware.
|
||||
*/
|
||||
function GetPlayer(playerID: 0): EntityPlayer;
|
||||
/**
|
||||
* Before using the EntityPlayer object, you should check to see if it is equal to undefined and
|
||||
* handle the error case.
|
||||
*/
|
||||
function GetPlayer(playerID: int): EntityPlayer | undefined;
|
||||
/**
|
||||
* Returns -1 if the specified character does not exist.
|
||||
*
|
||||
* @param playerName
|
||||
* @param tainted Default is false.
|
||||
*/
|
||||
function GetPlayerTypeByName(
|
||||
playerName: string,
|
||||
tainted?: boolean,
|
||||
): PlayerVariant | int;
|
||||
/**
|
||||
* Returns a random position in the current room in world coordinates (not render coordinates).
|
||||
*/
|
||||
function GetRandomPosition(): Vector;
|
||||
/**
|
||||
* This function is very expensive and is the main cause of lag in mods across the Isaac
|
||||
* ecosystem. Be careful about calling this multiple times per frame.
|
||||
*/
|
||||
function GetRoomEntities(): Entity[];
|
||||
/** Returns -1 if no sound with the specified name was found. */
|
||||
function GetSoundIdByName(soundName: string): SoundEffect | int;
|
||||
/**
|
||||
* Returns the width of the given string in pixels based on the "terminus8" font.
|
||||
* (This is the same font used in the `Isaac.RenderText()` function.)
|
||||
*/
|
||||
function GetTextWidth(str: string): int;
|
||||
/**
|
||||
* Returns the current time in milliseconds since the program was launched.
|
||||
* (This is simply a mapping to "os.clock()".)
|
||||
*/
|
||||
function GetTime(): int;
|
||||
/** Returns -1 if the specified trinket was not found. */
|
||||
function GetTrinketIdByName(trinketName: string): TrinketType | int;
|
||||
/**
|
||||
* @param gridEntityType
|
||||
* @param variant
|
||||
* @param position
|
||||
* @param forced Forced has no effect and will not override a grid entity on the given location.
|
||||
* Remove any existing grid entities first.
|
||||
*/
|
||||
function GridSpawn(
|
||||
gridEntityType: GridEntityType | int,
|
||||
variant: int,
|
||||
position: Vector,
|
||||
forced: boolean,
|
||||
): GridEntity;
|
||||
/**
|
||||
* Returns true if your mod has data stored from the `Isaac.SaveModData()` function.
|
||||
* (This corresponds to "save#.dat" files existing in the mod's save data folder.)
|
||||
*/
|
||||
function HasModData(mod: Mod): boolean;
|
||||
/**
|
||||
* Returns a string that was stored in a "save#.dat" file from the `Isaac.SaveModData()`
|
||||
* function. If there is no "save#.dat" file for your mod, this function will return an empty
|
||||
* string. There are 3 "save#.dat" files, one per save slot. The number will be determined
|
||||
* automatically by the game. In Repentance, these files are located in the "data" folder next
|
||||
* to the "mods" folder.
|
||||
*/
|
||||
function LoadModData(mod: Mod): string;
|
||||
// function RegisterMod(mod: Mod, modName: string, APIVersion: int): void; // Should use the global RegisterMod() instead
|
||||
function RemoveCallback(
|
||||
mod: Mod,
|
||||
callbackID: ModCallbacks,
|
||||
callbackFn: () => void,
|
||||
): void;
|
||||
/**
|
||||
* Will delete a "save#.dat" file, if it exists. For more information, see the
|
||||
* `Isaac.SaveModData()` function.
|
||||
*/
|
||||
function RemoveModData(mod: Mod): void;
|
||||
function RenderScaledText(
|
||||
str: string,
|
||||
x: float,
|
||||
y: float,
|
||||
scaleX: float,
|
||||
scaleY: float,
|
||||
r: float,
|
||||
g: float,
|
||||
b: float,
|
||||
a: float,
|
||||
): void;
|
||||
function RenderText(
|
||||
str: string,
|
||||
x: float,
|
||||
y: float,
|
||||
r: float,
|
||||
g: float,
|
||||
b: float,
|
||||
a: float,
|
||||
): void;
|
||||
/**
|
||||
* Stores a string in a "save#.dat" file for persistent storage across game invocations.
|
||||
* There are 3 "save#.dat" files, one per save slot. The number will be determined automatically
|
||||
* by the game. In Repentance, these files are located in the "data" folder next to the "mods"
|
||||
* folder.
|
||||
*/
|
||||
function SaveModData(mod: Mod, data: string): void;
|
||||
function ScreenToWorld(position: Vector): Vector;
|
||||
function ScreenToWorldDistance(position: Vector): Vector;
|
||||
function Spawn(
|
||||
entityType: EntityType | int,
|
||||
entityVariant: int,
|
||||
entitySubType: int,
|
||||
position: Vector,
|
||||
velocity: Vector,
|
||||
spawner: Entity | undefined,
|
||||
): Entity;
|
||||
/**
|
||||
* Converts a game Vector (i.e. `entity.Position`) to a render Vector used for drawing sprites
|
||||
* and text to the screen at fixed positions.
|
||||
*/
|
||||
function WorldToRenderPosition(position: Vector): Vector;
|
||||
/**
|
||||
* Converts a game Vector (i.e. `entity.Position`) to a screen Vector used for drawing sprites
|
||||
* and text next to an entity.
|
||||
*/
|
||||
function WorldToScreen(position: Vector): Vector;
|
||||
function WorldToScreenDistance(position: Vector): Vector;
|
||||
}
|
||||
}
|
|
@ -1,46 +0,0 @@
|
|||
declare interface ItemConfig {
|
||||
/** Returns undefined if the card was not found. */
|
||||
GetCard(card: Card | int): Readonly<ItemConfigCard> | undefined;
|
||||
GetCards(): Readonly<CardConfigList>;
|
||||
/** Returns undefined if the collectible type was not found. */
|
||||
GetCollectible(
|
||||
collectibleType: CollectibleType | int,
|
||||
): Readonly<ItemConfigItem> | undefined;
|
||||
GetCollectibles(): Readonly<ItemConfigList>;
|
||||
// CostumeConfigList is bugged and always returns a list of size 0
|
||||
// GetCostumes(): Readonly<CostumeConfigList>;
|
||||
/** Returns undefined if the item was not found. */
|
||||
GetNullItem(
|
||||
nullItemID: NullItemID | int,
|
||||
): Readonly<ItemConfigItem> | undefined;
|
||||
GetNullItems(): Readonly<ItemConfigList>;
|
||||
/** Returns undefined if the pill effect was not found. */
|
||||
GetPillEffect(
|
||||
pillEffect: PillEffect | int,
|
||||
): Readonly<ItemConfigPillEffect> | undefined;
|
||||
GetPillEffects(): Readonly<PillConfigList>;
|
||||
/** Returns undefined if the trinket was not found. */
|
||||
GetTrinket(
|
||||
trinketType: TrinketType | int,
|
||||
): Readonly<ItemConfigItem> | undefined;
|
||||
GetTrinkets(): Readonly<ItemConfigList>;
|
||||
|
||||
// In the "enums.lua" file, the ItemConfig class is extended with many members:
|
||||
// - ItemConfig.CHARGE_*
|
||||
// - ItemConfig.TAG_*
|
||||
// - ItemConfig.CARDTYPE_*
|
||||
// In IsaacScript, these are instead implemented as enums, since it is cleaner
|
||||
// See ItemConfigChargeType, ItemConfigTag, and ItemConfigCardType respectively
|
||||
}
|
||||
|
||||
// The static methods in this class can only be called by a global variable
|
||||
// e.g. ItemConfig.Config.IsValidCollectible(1)
|
||||
declare namespace ItemConfig {
|
||||
/**
|
||||
* This method does not work properly for modded items, so it should never be used.
|
||||
* Instead, use "GetCollectible(collectibleType) !== undefined".
|
||||
*/
|
||||
function IsValidCollectible(fakeArg: never): boolean;
|
||||
|
||||
function ShouldAddCostumeOnPickup(): boolean;
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
declare interface ItemConfigCard {
|
||||
AchievementID: int;
|
||||
Description: string;
|
||||
GreedModeAllowed: boolean;
|
||||
HudAnim: string;
|
||||
ID: int;
|
||||
Name: string;
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
// This class is unused because "ItemConfig.GetCostumes()" is broken
|
||||
|
||||
declare interface ItemConfigCostume {
|
||||
Anm2Path: string;
|
||||
HasOverlay: boolean;
|
||||
HasSkinAlt: boolean;
|
||||
ID: int;
|
||||
IsFlying: boolean;
|
||||
OverwriteColor: boolean;
|
||||
Priority: int;
|
||||
SkinColor: Color;
|
||||
}
|
|
@ -1,37 +0,0 @@
|
|||
declare interface ItemConfigItem {
|
||||
HasTags(tags: ItemConfigTag): boolean;
|
||||
IsCollectible(): boolean;
|
||||
IsNull(): boolean;
|
||||
IsTrinket(): boolean;
|
||||
|
||||
AchievementID: int;
|
||||
AddBlackHearts: int;
|
||||
AddBombs: int;
|
||||
AddCoins: int;
|
||||
AddCostumeOnPickup: boolean;
|
||||
AddHearts: int;
|
||||
AddKeys: int;
|
||||
AddMaxHearts: int;
|
||||
AddSoulHearts: int;
|
||||
CacheFlags: CacheFlag;
|
||||
ChargeType: ItemConfigChargeType;
|
||||
ClearEffectsOnRemove: boolean;
|
||||
readonly Costume: Readonly<ItemConfigCostume>;
|
||||
Description: string;
|
||||
DevilPrice: int;
|
||||
Discharged: boolean;
|
||||
GfxFileName: string;
|
||||
Hidden: boolean;
|
||||
ID: int;
|
||||
InitCharge: int;
|
||||
MaxCharges: int;
|
||||
MaxCooldown: int;
|
||||
Name: string;
|
||||
PassiveCache: boolean;
|
||||
PersistentEffect: boolean;
|
||||
Quality: int;
|
||||
ShopPrice: int;
|
||||
Special: boolean;
|
||||
Tags: int;
|
||||
Type: ItemType;
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
declare interface ItemConfigList {
|
||||
/**
|
||||
* ItemConfigList is bugged such that using the "Get()" method returns Lua userdata.
|
||||
* This userdata cannot be used for anything. Instead, use "ItemConfig.GetCollectible()".
|
||||
*/
|
||||
Get(fakeArg: never, idx: int): ItemConfigItem;
|
||||
|
||||
Size: int;
|
||||
}
|
|
@ -1,6 +0,0 @@
|
|||
declare interface ItemConfigPillEffect {
|
||||
AchievementID: int;
|
||||
GreedModeAllowed: boolean;
|
||||
ID: int;
|
||||
Name: string;
|
||||
}
|
|
@ -1,44 +0,0 @@
|
|||
declare interface ItemPool {
|
||||
AddBibleUpgrade(add: int, itemPoolType: ItemPoolType): void;
|
||||
AddRoomBlacklist(collectibleType: CollectibleType | int): void;
|
||||
ForceAddPillEffect(pillEffect: PillEffect | int): PillColor | int;
|
||||
GetCard(
|
||||
seed: int,
|
||||
playing: boolean,
|
||||
rune: boolean,
|
||||
onlyRunes: boolean,
|
||||
): Card | int;
|
||||
/**
|
||||
* @param itemPoolType
|
||||
* @param decrease Default is false.
|
||||
* @param seed Default is Random().
|
||||
* @param defaultItem Default is CollectibleType.COLLECTIBLE_NULL.
|
||||
*/
|
||||
GetCollectible(
|
||||
itemPoolType: ItemPoolType,
|
||||
decrease?: boolean,
|
||||
seed?: int,
|
||||
defaultItem?: CollectibleType,
|
||||
): CollectibleType | int;
|
||||
GetLastPool(): ItemPoolType;
|
||||
GetPill(seed: int): PillColor | int;
|
||||
/**
|
||||
* @param pillColor
|
||||
* @param player Default is undefined.
|
||||
*/
|
||||
GetPillEffect(
|
||||
pillColor: PillColor | int,
|
||||
player?: EntityPlayer,
|
||||
): PillEffect | int;
|
||||
GetPoolForRoom(roomType: RoomType, seed: int): ItemPoolType;
|
||||
/**
|
||||
* @param dontAdvanceRNG Default is false.
|
||||
*/
|
||||
GetTrinket(dontAdvanceRNG?: boolean): TrinketType | int;
|
||||
IdentifyPill(pillColor: PillColor | int): void;
|
||||
IsPillIdentified(pillColor: PillColor | int): boolean;
|
||||
RemoveCollectible(collectibleType: CollectibleType | int): boolean;
|
||||
RemoveTrinket(trinketType: TrinketType | int): boolean;
|
||||
ResetRoomBlacklist(): void;
|
||||
ResetTrinkets(): void;
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
declare function KColor(
|
||||
this: void,
|
||||
r: float,
|
||||
g: float,
|
||||
b: float,
|
||||
a: float,
|
||||
): KColor;
|
||||
|
||||
declare interface KColor {
|
||||
Alpha: float;
|
||||
Blue: float;
|
||||
Green: float;
|
||||
Red: float;
|
||||
}
|
|
@ -1,105 +0,0 @@
|
|||
declare interface Level {
|
||||
AddAngelRoomChance(chance: float): void;
|
||||
AddCurse(levelCurse: LevelCurse | int, showName: boolean): void;
|
||||
ApplyBlueMapEffect(): void;
|
||||
ApplyCompassEffect(persistent: boolean): void;
|
||||
ApplyMapEffect(): void;
|
||||
CanOpenChallengeRoom(roomIndex: int): boolean;
|
||||
CanSpawnDevilRoom(): boolean;
|
||||
CanStageHaveCurseOfLabyrinth(levelStage: LevelStage): boolean;
|
||||
/**
|
||||
* @param roomIndex
|
||||
* @param dimension Default is Dimension.CURRENT.
|
||||
*/
|
||||
ChangeRoom(roomIndex: int, dimension?: Dimension): void;
|
||||
DisableDevilRoom(): void;
|
||||
ForceHorsemanBoss(seed: int): boolean;
|
||||
GetAbsoluteStage(): LevelStage;
|
||||
GetAngelRoomChance(): float;
|
||||
GetCanSeeEverything(): boolean;
|
||||
GetCurrentRoom(): Room;
|
||||
/**
|
||||
* Note that this returns a read-only copy of the RoomDescriptor object and writing to any of its
|
||||
* properties will fail. If you need to update anything in this object, use the
|
||||
* `GetRoomByIdx(currentRoomIndex)` method instead.
|
||||
*/
|
||||
GetCurrentRoomDesc(): RoomDescriptorReadOnly;
|
||||
GetCurrentRoomIndex(): int;
|
||||
GetCurseName(): string;
|
||||
GetCurses(): LevelCurse | int;
|
||||
GetDevilAngelRoomRNG(): RNG;
|
||||
GetDungeonPlacementSeed(): int;
|
||||
GetEnterPosition(): Vector;
|
||||
GetHeartPicked(): boolean;
|
||||
GetLastBossRoomListIndex(): int;
|
||||
GetLastRoomDesc(): RoomDescriptorReadOnly;
|
||||
/**
|
||||
* @param levelStage Default value is the current stage.
|
||||
* @param stageType Default value is the current stage type.
|
||||
* @param curses Default value is the current curses.
|
||||
* @param infiniteLevel Default value is the current infinite level setting.
|
||||
* @param dyslexia Default value is the current dyslexia setting.
|
||||
*/
|
||||
GetName(
|
||||
levelStage?: LevelStage,
|
||||
stageType?: StageType,
|
||||
curses?: int,
|
||||
infiniteLevel?: int,
|
||||
dyslexia?: boolean,
|
||||
): string;
|
||||
GetNonCompleteRoomIndex(): int;
|
||||
GetPreviousRoomIndex(): int;
|
||||
GetRandomRoomIndex(IAmErrorRoom: boolean, seed: int): int;
|
||||
/**
|
||||
* @param roomIdx
|
||||
* @param dimension Default is Dimension.CURRENT.
|
||||
*/
|
||||
GetRoomByIdx(roomIndex: int, dimension?: Dimension): RoomDescriptor;
|
||||
GetRoomCount(): int;
|
||||
GetRooms(): RoomList;
|
||||
GetStage(): LevelStage;
|
||||
GetStageType(): StageType;
|
||||
GetStartingRoomIndex(): int;
|
||||
GetStateFlag(levelStateFlag: LevelStateFlag): boolean;
|
||||
HasBossChallenge(): boolean;
|
||||
InitializeDevilAngelRoom(forceAngel: boolean, forceDevil: boolean): void;
|
||||
IsAltStage(): boolean;
|
||||
IsDevilRoomDisabled(): boolean;
|
||||
IsNextStageAvailable(): boolean;
|
||||
/**
|
||||
* @param roomType
|
||||
* @param visited
|
||||
* @param rng
|
||||
* @param ignoreGroup If set to true, includes rooms that do not have the same group ID as the
|
||||
* current room. Default is false.
|
||||
*/
|
||||
QueryRoomTypeIndex(
|
||||
roomType: RoomType,
|
||||
visited: boolean,
|
||||
rng: RNG,
|
||||
ignoreGroup?: boolean,
|
||||
): int;
|
||||
RemoveCompassEffect(): void;
|
||||
/** This is currently bugged and maps internally to "RemoveCurse()". The old "RemoveCurses()" is not currently accessible. */
|
||||
RemoveCurses(levelCurse: LevelCurse | int): void;
|
||||
SetCanSeeEverything(value: boolean): void;
|
||||
SetHeartPicked(): void;
|
||||
SetNextStage(): void;
|
||||
SetRedHeartDamage(): void;
|
||||
SetStage(levelStage: LevelStage, stageType: StageType): void;
|
||||
SetStateFlag(levelStateFlag: LevelStateFlag, val: boolean): void;
|
||||
ShowMap(): void;
|
||||
ShowName(sticky: boolean): void;
|
||||
UncoverHiddenDoor(currentRoomIdx: int, doorSlot: DoorSlot): void;
|
||||
Update(): void;
|
||||
/**
|
||||
* Call this method to update the mini-map after changing the `DisplayFlags` property of a room.
|
||||
*/
|
||||
UpdateVisibility(): void;
|
||||
|
||||
DungeonReturnPosition: Vector;
|
||||
DungeonReturnRoomIndex: int;
|
||||
EnterDoor: int;
|
||||
GreedModeWave: int;
|
||||
LeaveDoor: int;
|
||||
}
|
|
@ -1,371 +0,0 @@
|
|||
/**
|
||||
* The Lua object corresponding to this interface is defined as a local variable in the
|
||||
* "scripts/main.lua" file.
|
||||
*/
|
||||
declare interface Mod {
|
||||
AddCallback<T extends keyof CallbackParameters>(
|
||||
modCallbacks: T,
|
||||
...args: CallbackParameters[T]
|
||||
): void;
|
||||
HasData(): boolean;
|
||||
LoadData(): string;
|
||||
RemoveCallback(callbackID: ModCallbacks, callback: () => void): void;
|
||||
RemoveData(): void;
|
||||
SaveData(data: string): void;
|
||||
|
||||
Name: string;
|
||||
}
|
||||
|
||||
/* eslint-disable @typescript-eslint/member-ordering */
|
||||
interface CallbackParameters {
|
||||
[ModCallbacks.MC_NPC_UPDATE]: [
|
||||
callback: (npc: EntityNPC) => void,
|
||||
entityType?: EntityType | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_UPDATE]: [callback: () => void];
|
||||
[ModCallbacks.MC_POST_RENDER]: [callback: () => void];
|
||||
[ModCallbacks.MC_USE_ITEM]: [
|
||||
callback: (
|
||||
collectibleType: CollectibleType | int,
|
||||
rng: RNG,
|
||||
player: EntityPlayer,
|
||||
useFlags: int,
|
||||
activeSlot: int,
|
||||
customVarData: int,
|
||||
) =>
|
||||
| boolean
|
||||
| { Discharge: boolean; Remove: boolean; ShowAnim: boolean }
|
||||
| void,
|
||||
collectibleType?: CollectibleType | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PEFFECT_UPDATE]: [
|
||||
callback: (player: EntityPlayer) => void,
|
||||
playerType?: PlayerType,
|
||||
];
|
||||
[ModCallbacks.MC_USE_CARD]: [
|
||||
callback: (card: Card | int, player: EntityPlayer, useFlags: int) => void,
|
||||
card?: Card | int,
|
||||
];
|
||||
[ModCallbacks.MC_FAMILIAR_UPDATE]: [
|
||||
callback: (familiar: EntityFamiliar) => void,
|
||||
familiarVariant?: FamiliarVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_FAMILIAR_INIT]: [
|
||||
callback: (familiar: EntityFamiliar) => void,
|
||||
familiarVariant?: FamiliarVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_EVALUATE_CACHE]: [
|
||||
callback: (player: EntityPlayer, cacheFlag: CacheFlag) => void,
|
||||
cacheFlag?: CacheFlag,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PLAYER_INIT]: [
|
||||
callback: (player: EntityPlayer) => void,
|
||||
playerVariant?: PlayerVariant,
|
||||
];
|
||||
[ModCallbacks.MC_USE_PILL]: [
|
||||
callback: (
|
||||
pillEffect: PillEffect | int,
|
||||
player: EntityPlayer,
|
||||
useFlags: int,
|
||||
) => void,
|
||||
pillEffect?: PillEffect | int,
|
||||
];
|
||||
[ModCallbacks.MC_ENTITY_TAKE_DMG]: [
|
||||
callback: (
|
||||
tookDamage: Entity,
|
||||
damageAmount: float,
|
||||
damageFlags: DamageFlag,
|
||||
damageSource: EntityRef,
|
||||
damageCountdownFrames: int,
|
||||
) => boolean | void,
|
||||
entityType?: EntityType | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_CURSE_EVAL]: [callback: (curses: int) => int | void];
|
||||
[ModCallbacks.MC_INPUT_ACTION]: [
|
||||
callback: (
|
||||
entity: Entity | undefined,
|
||||
inputHook: InputHook,
|
||||
buttonAction: ButtonAction,
|
||||
) => boolean | float | void,
|
||||
inputHook?: InputHook,
|
||||
];
|
||||
[ModCallbacks.MC_POST_GAME_STARTED]: [
|
||||
callback: (isContinued: boolean) => void,
|
||||
];
|
||||
[ModCallbacks.MC_POST_GAME_END]: [callback: (isGameOver: boolean) => void];
|
||||
[ModCallbacks.MC_PRE_GAME_EXIT]: [callback: (shouldSave: boolean) => void];
|
||||
[ModCallbacks.MC_POST_NEW_LEVEL]: [callback: () => void];
|
||||
[ModCallbacks.MC_POST_NEW_ROOM]: [callback: () => void];
|
||||
[ModCallbacks.MC_GET_CARD]: [
|
||||
callback: (
|
||||
rng: RNG,
|
||||
card: Card | int,
|
||||
includePlayingCards: boolean,
|
||||
includeRunes: boolean,
|
||||
onlyRunes: boolean,
|
||||
) => Card | int | void,
|
||||
];
|
||||
[ModCallbacks.MC_GET_SHADER_PARAMS]: [
|
||||
callback: (shaderName: string) => Record<string, unknown> | void,
|
||||
];
|
||||
[ModCallbacks.MC_EXECUTE_CMD]: [
|
||||
callback: (command: string, parameters: string) => void,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_USE_ITEM]: [
|
||||
callback: (
|
||||
collectibleType: CollectibleType | int,
|
||||
rng: RNG,
|
||||
player: EntityPlayer,
|
||||
useFlags: int,
|
||||
activeSlot: int,
|
||||
customVarData: int,
|
||||
) => boolean | void,
|
||||
collectibleType?: CollectibleType | int,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_ENTITY_SPAWN]: [
|
||||
callback: (
|
||||
entityType: EntityType | int,
|
||||
variant: int,
|
||||
subType: int,
|
||||
position: Vector,
|
||||
velocity: Vector,
|
||||
spawner: Entity,
|
||||
initSeed: int,
|
||||
) => [EntityType | int, int, int, int] | void,
|
||||
];
|
||||
[ModCallbacks.MC_POST_FAMILIAR_RENDER]: [
|
||||
callback: (entityFamiliar: EntityFamiliar, renderOffset: Vector) => void,
|
||||
familiarVariant?: FamiliarVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_FAMILIAR_COLLISION]: [
|
||||
callback: (
|
||||
familiar: EntityFamiliar,
|
||||
collider: Entity,
|
||||
low: boolean,
|
||||
) => boolean | void,
|
||||
familiarVariant?: FamiliarVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_NPC_INIT]: [
|
||||
callback: (npc: EntityNPC) => void,
|
||||
entityType?: EntityType | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_NPC_RENDER]: [
|
||||
callback: (npc: EntityNPC, renderOffset: Vector) => void,
|
||||
entityType?: EntityType | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_NPC_DEATH]: [
|
||||
callback: (npc: EntityNPC) => void,
|
||||
entityType?: EntityType | int,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_NPC_COLLISION]: [
|
||||
callback: (
|
||||
npc: EntityNPC,
|
||||
collider: Entity,
|
||||
low: boolean,
|
||||
) => boolean | void,
|
||||
entityType?: EntityType | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PLAYER_UPDATE]: [
|
||||
callback: (player: EntityPlayer) => void,
|
||||
playerVariant?: PlayerVariant,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PLAYER_RENDER]: [
|
||||
callback: (player: EntityPlayer, renderOffset: Vector) => void,
|
||||
playerVariant?: PlayerVariant,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_PLAYER_COLLISION]: [
|
||||
callback: (
|
||||
player: EntityPlayer,
|
||||
collider: Entity,
|
||||
low: boolean,
|
||||
) => boolean | void,
|
||||
playerVariant?: PlayerVariant,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PICKUP_INIT]: [
|
||||
callback: (pickup: EntityPickup) => void,
|
||||
pickupVariant?: PickupVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PICKUP_UPDATE]: [
|
||||
callback: (pickup: EntityPickup) => void,
|
||||
pickupVariant?: PickupVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PICKUP_RENDER]: [
|
||||
callback: (pickup: EntityPickup, renderOffset: Vector) => void,
|
||||
pickupVariant?: PickupVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PICKUP_SELECTION]: [
|
||||
callback: (
|
||||
pickup: EntityPickup,
|
||||
variant: PickupVariant | int,
|
||||
subType: int,
|
||||
) => [PickupVariant | int, int] | void,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_PICKUP_COLLISION]: [
|
||||
callback: (
|
||||
pickup: EntityPickup,
|
||||
collider: Entity,
|
||||
low: boolean,
|
||||
) => boolean | void,
|
||||
pickupVariant?: PickupVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_TEAR_INIT]: [
|
||||
callback: (tear: EntityTear) => void,
|
||||
tearVariant?: TearVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_TEAR_UPDATE]: [
|
||||
callback: (tear: EntityTear) => void,
|
||||
tearVariant?: TearVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_TEAR_RENDER]: [
|
||||
callback: (tear: EntityTear, renderOffset: Vector) => void,
|
||||
tearVariant?: TearVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_TEAR_COLLISION]: [
|
||||
callback: (
|
||||
tear: EntityTear,
|
||||
collider: Entity,
|
||||
low: boolean,
|
||||
) => boolean | void,
|
||||
tearVariant?: TearVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PROJECTILE_INIT]: [
|
||||
callback: (projectile: EntityProjectile) => void,
|
||||
projectileVariant?: ProjectileVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PROJECTILE_UPDATE]: [
|
||||
callback: (projectile: EntityProjectile) => void,
|
||||
projectileVariant?: ProjectileVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_PROJECTILE_RENDER]: [
|
||||
callback: (projectile: EntityProjectile, renderOffset: Vector) => void,
|
||||
projectileVariant?: ProjectileVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_PROJECTILE_COLLISION]: [
|
||||
callback: (
|
||||
projectile: EntityProjectile,
|
||||
collider: Entity,
|
||||
low: boolean,
|
||||
) => boolean | void,
|
||||
projectileVariant?: ProjectileVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_LASER_INIT]: [
|
||||
callback: (laser: EntityLaser) => void,
|
||||
laserVariant?: LaserVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_LASER_UPDATE]: [
|
||||
callback: (laser: EntityLaser) => void,
|
||||
laserVariant?: LaserVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_LASER_RENDER]: [
|
||||
callback: (laser: EntityLaser, renderOffset: Vector) => void,
|
||||
laserVariant?: LaserVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_KNIFE_INIT]: [
|
||||
callback: (knife: EntityKnife) => void,
|
||||
knifeSubType?: int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_KNIFE_UPDATE]: [
|
||||
callback: (knife: EntityKnife) => void,
|
||||
knifeSubType?: int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_KNIFE_RENDER]: [
|
||||
callback: (knife: EntityKnife, renderOffset: Vector) => void,
|
||||
knifeSubType?: int,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_KNIFE_COLLISION]: [
|
||||
callback: (
|
||||
knife: EntityKnife,
|
||||
collider: Entity,
|
||||
low: boolean,
|
||||
) => boolean | void,
|
||||
knifeSubType?: int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_EFFECT_INIT]: [
|
||||
callback: (effect: EntityEffect) => void,
|
||||
effectVariant?: EffectVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_EFFECT_UPDATE]: [
|
||||
callback: (effect: EntityEffect) => void,
|
||||
effectVariant?: EffectVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_EFFECT_RENDER]: [
|
||||
callback: (effect: EntityEffect, renderOffset: Vector) => void,
|
||||
effectVariant?: EffectVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_BOMB_INIT]: [
|
||||
callback: (bomb: EntityBomb) => void,
|
||||
bombVariant?: BombVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_BOMB_UPDATE]: [
|
||||
callback: (bomb: EntityBomb) => void,
|
||||
bombVariant?: BombVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_BOMB_RENDER]: [
|
||||
callback: (bomb: EntityBomb, renderOffset: Vector) => void,
|
||||
bombVariant?: BombVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_BOMB_COLLISION]: [
|
||||
callback: (
|
||||
bomb: EntityBomb,
|
||||
collider: Entity,
|
||||
low: boolean,
|
||||
) => boolean | void,
|
||||
bombVariant?: BombVariant | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_FIRE_TEAR]: [callback: (tear: EntityTear) => void];
|
||||
[ModCallbacks.MC_PRE_GET_COLLECTIBLE]: [
|
||||
callback: (
|
||||
itemPoolType: ItemPoolType,
|
||||
decrease: boolean,
|
||||
seed: int,
|
||||
) => CollectibleType | int | void,
|
||||
];
|
||||
[ModCallbacks.MC_POST_GET_COLLECTIBLE]: [
|
||||
callback: (
|
||||
collectibleType: CollectibleType | int,
|
||||
itemPoolType: ItemPoolType,
|
||||
decrease: boolean,
|
||||
seed: int,
|
||||
) => CollectibleType | int | void,
|
||||
];
|
||||
[ModCallbacks.MC_GET_PILL_COLOR]: [
|
||||
callback: (seed: int) => PillColor | int | void,
|
||||
];
|
||||
[ModCallbacks.MC_GET_PILL_EFFECT]: [
|
||||
callback: (
|
||||
pillEffect: PillEffect | int,
|
||||
pillColor: PillColor | int,
|
||||
) => PillEffect | int | void,
|
||||
];
|
||||
[ModCallbacks.MC_GET_TRINKET]: [
|
||||
callback: (
|
||||
trinketType: TrinketType | int,
|
||||
rng: RNG,
|
||||
) => TrinketType | int | void,
|
||||
];
|
||||
[ModCallbacks.MC_POST_ENTITY_REMOVE]: [
|
||||
callback: (entity: Entity) => void,
|
||||
entityType?: EntityType | int,
|
||||
];
|
||||
[ModCallbacks.MC_POST_ENTITY_KILL]: [
|
||||
callback: (entity: Entity) => void,
|
||||
entityType?: EntityType | int,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_NPC_UPDATE]: [
|
||||
callback: (npc: EntityNPC) => boolean | void,
|
||||
entityType?: EntityType | int,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_SPAWN_CLEAN_AWARD]: [
|
||||
callback: (rng: RNG, spawnPosition: Vector) => boolean | void,
|
||||
];
|
||||
[ModCallbacks.MC_PRE_ROOM_ENTITY_SPAWN]: [
|
||||
callback: (
|
||||
entityType: EntityType | int,
|
||||
variant: int,
|
||||
subType: int,
|
||||
gridIndex: int,
|
||||
seed: int,
|
||||
) => [EntityType | int, int, int] | void,
|
||||
];
|
||||
}
|
||||
/* eslint-enable @typescript-eslint/member-ordering */
|
|
@ -1,6 +0,0 @@
|
|||
/**
|
||||
* - This method is userdata and has no bindings associated with it.
|
||||
* - It can be retrieved by using the `EntityPlayer.GetMultiShotParams()` method.
|
||||
* - It can be fed to the `EntityPlayer.GetMultiShotPositionVelocity()` method.
|
||||
*/
|
||||
declare interface MultiShotParams {} // eslint-disable-line @typescript-eslint/no-empty-interface
|
|
@ -1,49 +0,0 @@
|
|||
declare function MusicManager(this: void): MusicManager;
|
||||
|
||||
declare interface MusicManager {
|
||||
/**
|
||||
* @param music
|
||||
* @param fadeRate Default is 0.08.
|
||||
*/
|
||||
Crossfade(music: Music | int, fadeRate?: float): void;
|
||||
Disable(): void;
|
||||
/**
|
||||
* @param layerID Default is 0.
|
||||
*/
|
||||
DisableLayer(layerID?: int): void;
|
||||
Enable(): void;
|
||||
/**
|
||||
* @param layerID Default is 0.
|
||||
* @param instant Default is false.
|
||||
*/
|
||||
EnableLayer(layerID?: int, instant?: boolean): void;
|
||||
/**
|
||||
* @param music
|
||||
* @param volume Default is 1.
|
||||
* @param fadeRate Default is 0.08.
|
||||
*/
|
||||
Fadein(music: Music | int, volume?: float, fadeRate?: float): void;
|
||||
/**
|
||||
* @param fadeRate Default is 0.08.
|
||||
*/
|
||||
Fadeout(fadeRate?: float): void;
|
||||
GetCurrentMusicID(): Music | int;
|
||||
GetQueuedMusicID(): Music | int;
|
||||
IsEnabled(): boolean;
|
||||
/**
|
||||
* @param layerID Default is 0.
|
||||
*/
|
||||
IsLayerEnabled(layerID?: int): boolean;
|
||||
Pause(): void;
|
||||
PitchSlide(targetPitch: float): void;
|
||||
Play(music: Music | int, volume: float): void;
|
||||
Queue(music: Music | int): void;
|
||||
ResetPitch(): void;
|
||||
Resume(): void;
|
||||
UpdateVolume(): void;
|
||||
/**
|
||||
* @param targetVolume
|
||||
* @param fadeRate Default is 0.08.
|
||||
*/
|
||||
VolumeSlide(targetVolume: float, fadeRate?: float): void;
|
||||
}
|
|
@ -1,20 +0,0 @@
|
|||
declare interface PathFinder {
|
||||
EvadeTarget(targetPos: Vector): void;
|
||||
FindGridPath(
|
||||
position: Vector,
|
||||
speed: float,
|
||||
pathMarker: int,
|
||||
useDirectPath: boolean,
|
||||
): void;
|
||||
GetEvadeMovementCountdown(): int;
|
||||
GetGridIndex(): int;
|
||||
HasDirectPath(): boolean;
|
||||
HasPathToPos(position: Vector, ignorePoop: boolean): boolean;
|
||||
MoveRandomly(ignoreStatusEffects: boolean): boolean;
|
||||
MoveRandomlyAxisAligned(speed: float, ignoreStatusEffects: boolean): void;
|
||||
MoveRandomlyBoss(ignoreStatusEffects: boolean): void;
|
||||
Reset(): void;
|
||||
ResetMovementTarget(): void;
|
||||
SetCanCrushRocks(value: boolean): void;
|
||||
UpdateGridIndex(): void;
|
||||
}
|
|
@ -1,5 +0,0 @@
|
|||
declare interface PillConfigList {
|
||||
Get(idx: int): ItemConfigPillEffect | undefined;
|
||||
|
||||
readonly Size: int;
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
declare interface PosVel {
|
||||
Position: Vector;
|
||||
Vector: Vector;
|
||||
}
|
|
@ -1,27 +0,0 @@
|
|||
declare function ProjectileParams(this: void): ProjectileParams;
|
||||
|
||||
declare interface ProjectileParams {
|
||||
Acceleration: float;
|
||||
BulletFlags: int;
|
||||
ChangeFlags: ProjectileFlags;
|
||||
ChangeTimeout: int;
|
||||
ChangeVelocity: float;
|
||||
CircleAngle: float;
|
||||
Color: Color;
|
||||
CurvingStrength: float;
|
||||
DepthOffset: float;
|
||||
DotProductLimit: float;
|
||||
FallingAccelModifier: float;
|
||||
FallingSpeedModifier: float;
|
||||
FireDirectionLimit: Vector;
|
||||
GridCollision: boolean;
|
||||
HeightModifier: float;
|
||||
HomingStrength: float;
|
||||
PositionOffset: Vector;
|
||||
Scale: float;
|
||||
Spread: float;
|
||||
TargetPosition: Vector;
|
||||
Variant: ProjectileVariant | int;
|
||||
VelocityMulti: float;
|
||||
WiggleFrameOffset: int;
|
||||
}
|
|
@ -1,5 +0,0 @@
|
|||
declare interface QueueItemData {
|
||||
Charge: int;
|
||||
Item: ItemConfigItem | undefined;
|
||||
Touched: boolean;
|
||||
}
|
|
@ -1,19 +0,0 @@
|
|||
declare function RNG(this: void): RNG;
|
||||
|
||||
declare interface RNG {
|
||||
GetSeed(): int;
|
||||
Next(): int;
|
||||
/**
|
||||
* Generates a random float between 0 and 1.
|
||||
* It is inclusive on the bottom and exclusive on the top.
|
||||
*/
|
||||
RandomFloat(): float;
|
||||
/**
|
||||
* Generates a random integer between 0 and max - 1. For example, `rng.RandomInt(4)` will return
|
||||
* either 0, 1, 2, or 3.
|
||||
*
|
||||
* @param max
|
||||
*/
|
||||
RandomInt(max: int): int;
|
||||
SetSeed(seed: int, shiftIdx: int): void;
|
||||
}
|
|
@ -1,158 +0,0 @@
|
|||
declare interface Room {
|
||||
/**
|
||||
* @param position1
|
||||
* @param position2
|
||||
* @param lineCheckMode
|
||||
* @param gridPathThreshold Default is 0.
|
||||
* @param ignoreWalls Default is false.
|
||||
* @param ignoreCrushable Default is false.
|
||||
* @returns 2 values:
|
||||
* 1) boolean: true if there are no obstructions between Pos1 and Pos2, false otherwise
|
||||
* 2) Vector: first hit position from pos1 to pos2 (returns pos2 if the line didn't hit anything)
|
||||
*/
|
||||
CheckLine(
|
||||
position1: Vector,
|
||||
position2: Vector,
|
||||
lineCheckMode: LineCheckMode,
|
||||
gridPathThreshold?: int,
|
||||
ignoreWalls?: boolean,
|
||||
ignoreCrushable?: boolean,
|
||||
): LuaMultiReturn<[boolean, Vector]>;
|
||||
DamageGrid(index: int, damage: int): boolean;
|
||||
DestroyGrid(index: int, immediate: boolean): boolean;
|
||||
EmitBloodFromWalls(duration: int, count: int): void;
|
||||
/**
|
||||
* @param position
|
||||
* @param initialStep Default is 0.
|
||||
* @param avoidActiveEntities Default is false.
|
||||
* @param allowPits Default is false.
|
||||
*/
|
||||
FindFreePickupSpawnPosition(
|
||||
position: Vector,
|
||||
initialStep?: float,
|
||||
avoidActiveEntities?: boolean,
|
||||
allowPits?: boolean,
|
||||
): Vector;
|
||||
FindFreeTilePosition(position: Vector, distanceThreshold: float): Vector;
|
||||
GetAliveBossesCount(): int;
|
||||
GetAliveEnemiesCount(): int;
|
||||
GetAwardSeed(): int;
|
||||
GetBackdropType(): BackdropType;
|
||||
GetBossID(): BossIDs | int;
|
||||
GetBottomRightPos(): Vector;
|
||||
GetBrokenWatchState(): int;
|
||||
GetCenterPos(): Vector;
|
||||
GetClampedGridIndex(position: Vector): int;
|
||||
GetClampedPosition(position: Vector, margin: float): Vector;
|
||||
GetDecorationSeed(): int;
|
||||
GetDeliriumDistance(): int;
|
||||
GetDevilRoomChance(): float;
|
||||
GetDoor(doorSlot: DoorSlot): GridEntityDoor | undefined;
|
||||
GetDoorSlotPosition(doorSlot: DoorSlot): Vector;
|
||||
GetDungeonRockIdx(): int;
|
||||
/**
|
||||
* Using this method can cause the game to crash, so it is forbidden.
|
||||
* Use "Isaac.GetRoomEntities()" instead.
|
||||
*/
|
||||
GetEntities(fakeArg: never): EntityList;
|
||||
GetFrameCount(): int;
|
||||
GetGridCollision(gridIndex: int): GridCollisionClass;
|
||||
GetGridCollisionAtPos(position: Vector): GridCollisionClass;
|
||||
GetGridEntity(gridIndex: int): GridEntity | undefined;
|
||||
GetGridEntityFromPos(position: Vector): GridEntity | undefined;
|
||||
GetGridHeight(): int;
|
||||
GetGridIndex(position: Vector): int;
|
||||
GetGridPath(index: int): int;
|
||||
GetGridPathFromPos(position: Vector): int;
|
||||
GetGridPosition(gridIndex: int): Vector;
|
||||
GetGridSize(): int;
|
||||
/** Note that if you call this in the main menu, the game will sometimes crash. */
|
||||
GetGridWidth(): int;
|
||||
GetLaserTarget(position: Vector, direction: Vector): Vector;
|
||||
GetLightingAlpha(): float;
|
||||
// GetLRoomAreaDesc(): LRoomAreaDesc; // LRoomAreaDesc is not implemented
|
||||
// GetLRoomTileDesc(): LRoomTileDesc; // LRoomTileDesc is not implemented
|
||||
GetNextShockwaveId(): int;
|
||||
GetRandomPosition(margin: float): Vector;
|
||||
GetRandomTileIndex(seed: int): int;
|
||||
GetRedHeartDamage(): boolean;
|
||||
GetRenderScrollOffset(): Readonly<Vector>;
|
||||
GetRenderSurfaceTopLeft(): Readonly<Vector>;
|
||||
GetRoomConfigStage(): int;
|
||||
GetRoomShape(): RoomShape;
|
||||
GetSecondBossID(): BossIDs | int;
|
||||
GetSeededCollectible(seed: int): CollectibleType | int;
|
||||
GetShopLevel(): int;
|
||||
GetSpawnSeed(): int;
|
||||
GetTintedRockIdx(): int;
|
||||
GetTopLeftPos(): Vector;
|
||||
GetType(): RoomType;
|
||||
HasSlowDown(): boolean;
|
||||
HasTriggerPressurePlates(): boolean;
|
||||
HasWater(): boolean;
|
||||
HasWaterPits(): boolean;
|
||||
IsAmbushActive(): boolean;
|
||||
IsAmbushDone(): boolean;
|
||||
IsClear(): boolean;
|
||||
IsCurrentRoomLastBoss(): boolean;
|
||||
IsDoorSlotAllowed(doorSlot: DoorSlot): boolean;
|
||||
IsFirstEnemyDead(): boolean;
|
||||
IsFirstVisit(): boolean;
|
||||
IsInitialized(): boolean;
|
||||
IsLShapedRoom(): boolean;
|
||||
IsPositionInRoom(position: Vector, margin: float): boolean;
|
||||
IsSacrificeDone(): boolean;
|
||||
KeepDoorsClosed(): void;
|
||||
MamaMegaExplossion(): void;
|
||||
PlayMusic(): void;
|
||||
RemoveDoor(doorSlot: DoorSlot): void;
|
||||
RemoveGridEntity(
|
||||
gridIndex: int,
|
||||
pathTrail: int,
|
||||
keepDecoration: boolean,
|
||||
): void;
|
||||
Render(): void;
|
||||
RespawnEnemies(): void;
|
||||
ScreenWrapPosition(position: Vector, margin: float): Vector;
|
||||
SetAmbushDone(value: boolean): void;
|
||||
SetBrokenWatchState(state: int): void;
|
||||
SetCardAgainstHumanity(): void;
|
||||
SetClear(clear: boolean): void;
|
||||
SetFirstEnemyDead(value: boolean): void;
|
||||
SetFloorColor(floorColor: Color): void;
|
||||
SetGridPath(index: int, value: int): boolean;
|
||||
SetRedHeartDamage(): void;
|
||||
SetSacrificeDone(done: boolean): void;
|
||||
SetShockwaveParam(shockwaveID: int, shockwaveParams: ShockwaveParams): void;
|
||||
SetSlowDown(duration: int): void;
|
||||
SetWallColor(wallColor: Color): void;
|
||||
ShopReshuffle(keepCollectibleIdx: boolean, reselectSaleItem: boolean): void;
|
||||
ShopRestockFull(): void;
|
||||
ShopRestockPartial(): void;
|
||||
SpawnClearAward(): void;
|
||||
SpawnGridEntity(
|
||||
gridIndex: int,
|
||||
gridEntityType: GridEntityType | int,
|
||||
variant: int,
|
||||
seed: int,
|
||||
varData: int,
|
||||
): boolean;
|
||||
/**
|
||||
* This function was updated to take two arguments in Repentance. The reason for this is that
|
||||
* bridges can be spike bridges, so the specifying the type of rock is necessary.
|
||||
*/
|
||||
TryMakeBridge(pit: GridEntity, rock: GridEntity): boolean;
|
||||
TryPlaceLadder(
|
||||
playerPos: Vector,
|
||||
playerVelocity: Vector,
|
||||
ladder: Entity,
|
||||
): void;
|
||||
TrySpawnBlueWombDoor(firstTime: boolean, ignoreTime: boolean): boolean;
|
||||
TrySpawnBossRushDoor(ignoreTime: boolean): boolean;
|
||||
TrySpawnDevilRoomDoor(animate: boolean): boolean;
|
||||
TrySpawnMegaSatanRoomDoor(): boolean;
|
||||
TrySpawnTheVoidDoor(): boolean;
|
||||
TurnGold(): void;
|
||||
Update(): void;
|
||||
WorldToScreenPosition(worldPos: Vector): Vector;
|
||||
}
|
|
@ -1,22 +0,0 @@
|
|||
// This is "RoomConfig::Room" in the docs
|
||||
|
||||
declare interface RoomConfig {
|
||||
/**
|
||||
* This is not the same thing as the Difficulty enum.
|
||||
* Each room has an arbitrarily set difficulty of 0, 1, 2, 5, or 10.
|
||||
*/
|
||||
Difficulty: int;
|
||||
Doors: int;
|
||||
Height: int;
|
||||
InitialWeight: float;
|
||||
Name: string;
|
||||
Shape: RoomShape;
|
||||
SpawnCount: int;
|
||||
Spawns: SpawnList;
|
||||
StageID: StageID;
|
||||
Subtype: int;
|
||||
Type: RoomType;
|
||||
Variant: int;
|
||||
Weight: float;
|
||||
Width: int;
|
||||
}
|
|
@ -1,6 +0,0 @@
|
|||
declare interface RoomConfigEntry {
|
||||
Subtype: int;
|
||||
Type: EntityType;
|
||||
Variant: int;
|
||||
Weight: int;
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
declare interface RoomConfigSpawn {
|
||||
PickEntry(r: float): Readonly<RoomConfigEntry>;
|
||||
|
||||
EntryCount: int;
|
||||
SumWeights: float;
|
||||
X: int;
|
||||
Y: int;
|
||||
}
|
|
@ -1,30 +0,0 @@
|
|||
declare interface RoomDescriptor {
|
||||
// AllowedDoors: DoorSet; // DoorSet is not implemented
|
||||
AwardSeed: int;
|
||||
ChallengeDone: boolean;
|
||||
Clear: boolean;
|
||||
ClearCount: int;
|
||||
Data: RoomConfig | undefined;
|
||||
DecorationSeed: int;
|
||||
DeliriumDistance: int;
|
||||
/**
|
||||
* A composition of zero or more DisplayFlag. After modifying this value, you must call
|
||||
* `Level.UpdateVisibility()` for it to take effect.
|
||||
*/
|
||||
DisplayFlags: int;
|
||||
GridIndex: int;
|
||||
HasWater: boolean;
|
||||
ListIndex: int;
|
||||
NoReward: boolean;
|
||||
OverrideData: RoomConfig;
|
||||
PitsCount: int;
|
||||
PoopCount: int;
|
||||
PressurePlatesTriggered: boolean;
|
||||
SacrificeDone: boolean;
|
||||
SafeGridIndex: int;
|
||||
ShopItemDiscountIdx: int;
|
||||
ShopItemIdx: int;
|
||||
SpawnSeed: int;
|
||||
SurpriseMiniboss: boolean;
|
||||
VisitedCount: int;
|
||||
}
|
|
@ -1,122 +0,0 @@
|
|||
// This is the same thing as the RoomDescriptor class, but every value is marked as being read only
|
||||
|
||||
declare interface RoomDescriptorReadOnly {
|
||||
// AllowedDoors: DoorSet; // DoorSet is not implemented
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
AwardSeed: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
ChallengeDone: Readonly<boolean>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
Clear: Readonly<boolean>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
ClearCount: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
Data: Readonly<RoomConfig> | Readonly<undefined>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
DecorationSeed: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
DeliriumDistance: Readonly<int>;
|
||||
/**
|
||||
* A composition of zero or more DisplayFlag.
|
||||
*
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
DisplayFlags: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
GridIndex: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
HasWater: Readonly<boolean>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
ListIndex: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
NoReward: Readonly<boolean>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
OverrideData: Readonly<RoomConfig>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
PitsCount: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
PoopCount: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
PressurePlatesTriggered: Readonly<boolean>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
SacrificeDone: Readonly<boolean>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
SafeGridIndex: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
ShopItemDiscountIdx: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
ShopItemIdx: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
SpawnSeed: Readonly<int>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
SurpriseMiniboss: Readonly<boolean>;
|
||||
/**
|
||||
* To set this property, get a writable copy of the RoomDescriptor by using the
|
||||
* `Level.GetRoomByIdx()` method.
|
||||
*/
|
||||
VisitedCount: Readonly<int>;
|
||||
}
|
|
@ -1,5 +0,0 @@
|
|||
declare interface RoomList {
|
||||
Get(idx: int): RoomDescriptor | undefined;
|
||||
|
||||
Size: int;
|
||||
}
|
|
@ -1,32 +0,0 @@
|
|||
declare function SFXManager(this: void): SFXManager;
|
||||
|
||||
declare interface SFXManager {
|
||||
AdjustPitch(soundEffect: SoundEffect | int, pitch: float): void;
|
||||
AdjustVolume(soundEffect: SoundEffect | int, volume: float): void;
|
||||
GetAmbientSoundVolume(soundEffect: SoundEffect | int): float;
|
||||
IsPlaying(soundEffect: SoundEffect | int): boolean;
|
||||
/**
|
||||
* @param soundEffect
|
||||
* @param volume Default is 1.
|
||||
* @param frameDelay Default is 2.
|
||||
* @param loop Default is false.
|
||||
* @param pitch Default is 1.
|
||||
* @param pan Default is 0.
|
||||
*/
|
||||
Play(
|
||||
soundEffect: SoundEffect | int,
|
||||
volume?: float,
|
||||
frameDelay?: int,
|
||||
loop?: boolean,
|
||||
pitch?: float,
|
||||
pan?: float,
|
||||
): void;
|
||||
Preload(soundEffect: SoundEffect | int): void;
|
||||
SetAmbientSound(
|
||||
soundEffect: SoundEffect | int,
|
||||
volume: float,
|
||||
pitch: float,
|
||||
): void;
|
||||
Stop(soundEffect: SoundEffect | int): void;
|
||||
StopLoopingSounds(): void;
|
||||
}
|
|
@ -1,32 +0,0 @@
|
|||
declare interface Seeds {
|
||||
AddSeedEffect(seedEffect: SeedEffect): void;
|
||||
CanAddSeedEffect(seedEffect: SeedEffect): boolean;
|
||||
ClearSeedEffects(): void;
|
||||
ClearStartSeed(): void;
|
||||
CountSeedEffects(): int;
|
||||
ForgetStageSeed(levelStage: LevelStage): void;
|
||||
GetNextSeed(): int;
|
||||
GetPlayerInitSeed(): int;
|
||||
GetStageSeed(levelStage: LevelStage): int;
|
||||
GetStartSeed(): int;
|
||||
GetStartSeedString(): string;
|
||||
HasSeedEffect(seedEffect: SeedEffect): boolean;
|
||||
IsCustomRun(): boolean;
|
||||
IsInitialized(): boolean;
|
||||
IsSeedComboBanned(seedEffect1: SeedEffect, seedEffect2: SeedEffect): boolean;
|
||||
RemoveBlockingSeedEffects(seedEffect: SeedEffect): void;
|
||||
RemoveSeedEffect(seedEffect: SeedEffect): void;
|
||||
Reset(): void;
|
||||
Restart(challenge: Challenge | int): void;
|
||||
SetStartSeed(startSeed: string): void;
|
||||
}
|
||||
|
||||
declare namespace Seeds {
|
||||
function CountUnlockedSeedEffects(this: void): int;
|
||||
function GetSeedEffect(this: void, str: string): SeedEffect;
|
||||
function InitSeedInfo(this: void): void;
|
||||
function IsSpecialSeed(this: void, str: string): boolean;
|
||||
function IsStringValidSeed(this: void, str: string): boolean;
|
||||
function Seed2String(this: void, seed: int): string;
|
||||
function String2Seed(this: void, str: string): int;
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
declare interface ShockwaveParams {
|
||||
Age: int;
|
||||
LifeSpan: int;
|
||||
Position: Vector;
|
||||
Strength: float;
|
||||
Time: float;
|
||||
TimeDT: float;
|
||||
}
|
|
@ -1,5 +0,0 @@
|
|||
declare interface SpawnList {
|
||||
Get(idx: int): RoomConfigSpawn | undefined;
|
||||
|
||||
Size: int;
|
||||
}
|
|
@ -1,64 +0,0 @@
|
|||
declare function Sprite(this: void): Sprite;
|
||||
|
||||
declare interface Sprite {
|
||||
GetAnimation(): string;
|
||||
GetDefaultAnimation(): string;
|
||||
GetDefaultAnimationName(): Readonly<string>;
|
||||
GetFilename(): string;
|
||||
GetFrame(): int;
|
||||
GetLayerCount(): int;
|
||||
GetOverlayAnimation(): string;
|
||||
GetOverlayFrame(): int;
|
||||
GetTexel(samplePos: Vector, renderPos: Vector, alphaThreshold: float): KColor;
|
||||
IsEventTriggered(eventName: string): boolean;
|
||||
IsFinished(animationName: string): boolean;
|
||||
IsLoaded(): boolean;
|
||||
IsOverlayFinished(animationName: string): boolean;
|
||||
IsOverlayPlaying(animationName: string): boolean;
|
||||
IsPlaying(animationName: string): boolean;
|
||||
Load(filename: string, loadGraphics: boolean): void;
|
||||
LoadGraphics(): void;
|
||||
Play(animationName: string, force: boolean): void;
|
||||
PlayOverlay(animationName: string, force: boolean): void;
|
||||
PlayRandom(seed: int): void;
|
||||
Reload(): void;
|
||||
RemoveOverlay(): void;
|
||||
Render(
|
||||
position: Vector,
|
||||
topLeftClamp: Vector,
|
||||
bottomRightClamp: Vector,
|
||||
): void;
|
||||
/**
|
||||
* @param layerID
|
||||
* @param position
|
||||
* @param topLeftClamp Default is Vector.Zero.
|
||||
* @param bottomRightClamp Default is Vector.Zero.
|
||||
*/
|
||||
RenderLayer(
|
||||
layerID: int,
|
||||
position: Vector,
|
||||
topLeftClamp?: Vector,
|
||||
bottomRightClamp?: Vector,
|
||||
): void;
|
||||
ReplaceSpritesheet(layerID: int, pngFilename: string): void;
|
||||
Reset(): void;
|
||||
SetAnimation(animationName: string): boolean;
|
||||
SetFrame(frameNum: int): void;
|
||||
SetFrame(animationName: string, frameNum: int): void;
|
||||
SetLastFrame(): void;
|
||||
SetLayerFrame(layerID: int, frameNum: int): void;
|
||||
SetOverlayAnimation(animationName: string): boolean;
|
||||
SetOverlayFrame(animationName: string, frameNum: int): void;
|
||||
SetOverlayRenderPriority(renderFirst: boolean): void;
|
||||
Stop(): void;
|
||||
Update(): void;
|
||||
WasEventTriggered(eventName: string): boolean;
|
||||
|
||||
Color: Color;
|
||||
FlipX: boolean;
|
||||
FlipY: boolean;
|
||||
Offset: Vector;
|
||||
PlaybackSpeed: float;
|
||||
Rotation: float;
|
||||
Scale: Vector;
|
||||
}
|
|
@ -1,13 +0,0 @@
|
|||
declare interface TearParams {
|
||||
BombVariant: int;
|
||||
TearColor: Color;
|
||||
TearDamage: float;
|
||||
/**
|
||||
* Be aware that this is really a BitSet128 instead of an integer.
|
||||
* However, all of the TearFlags enums values use BitSet128 constructors.
|
||||
*/
|
||||
TearFlags: int;
|
||||
TearHeight: float;
|
||||
TearScale: float;
|
||||
TearVariant: TearVariant | int;
|
||||
}
|
|
@ -1,5 +0,0 @@
|
|||
declare interface TemporaryEffect {
|
||||
Cooldown: int;
|
||||
Count: int;
|
||||
Item: ItemConfigItem;
|
||||
}
|
|
@ -1,67 +0,0 @@
|
|||
declare interface TemporaryEffects {
|
||||
/**
|
||||
* This method is currently bugged in v820. Do not use this method, as it will semi-reliably crash
|
||||
* the game.
|
||||
*
|
||||
* @param collectibleType
|
||||
* @param addCostume Default is true.
|
||||
* @param count Default is 1.
|
||||
*/
|
||||
AddCollectibleEffect(
|
||||
fakeArg: never,
|
||||
collectibleType: CollectibleType | int,
|
||||
addCostume?: boolean,
|
||||
count?: int,
|
||||
): void;
|
||||
/**
|
||||
* @param nullItemID
|
||||
* @param addCostume
|
||||
* @param count Default is 1.
|
||||
*/
|
||||
AddNullEffect(
|
||||
nullItemID: NullItemID | int,
|
||||
addCostume: boolean,
|
||||
count?: int,
|
||||
): void;
|
||||
/**
|
||||
* @param trinketType
|
||||
* @param addCostume
|
||||
* @param count Default is 1.
|
||||
*/
|
||||
AddTrinketEffect(
|
||||
trinketType: TrinketType | int,
|
||||
addCostume: boolean,
|
||||
count?: int,
|
||||
): void;
|
||||
ClearEffects(): void;
|
||||
GetCollectibleEffect(
|
||||
collectibleType: CollectibleType | int,
|
||||
): Readonly<TemporaryEffect>;
|
||||
GetCollectibleEffectNum(collectibleType: CollectibleType | int): int;
|
||||
GetEffectsList(): Readonly<EffectList>;
|
||||
GetNullEffect(nullItemID: NullItemID | int): Readonly<TemporaryEffect>;
|
||||
GetNullEffectNum(nullItemID: NullItemID | int): int;
|
||||
GetTrinketEffect(trinketType: TrinketType | int): Readonly<TemporaryEffect>;
|
||||
GetTrinketEffectNum(trinketType: TrinketType | int): int;
|
||||
HasCollectibleEffect(collectibleType: CollectibleType | int): boolean;
|
||||
HasNullEffect(nullItemID: NullItemID | int): boolean;
|
||||
HasTrinketEffect(trinketType: TrinketType | int): boolean;
|
||||
/**
|
||||
* @param collectibleType
|
||||
* @param count Use -1 to remove all instances. Default is 1.
|
||||
*/
|
||||
RemoveCollectibleEffect(
|
||||
collectibleType: CollectibleType | int,
|
||||
count?: int,
|
||||
): void;
|
||||
/**
|
||||
* @param nullItemID
|
||||
* @param count Use -1 to remove all instances. Default is 1.
|
||||
*/
|
||||
RemoveNullEffect(nullItemID: NullItemID | int, count?: int): void;
|
||||
/**
|
||||
* @param trinketType
|
||||
* @param count Use -1 to remove all instances. Default is 1.
|
||||
*/
|
||||
RemoveTrinketEffect(trinketType: TrinketType | int, count?: int): void;
|
||||
}
|
|
@ -1,56 +0,0 @@
|
|||
declare function Vector(this: void, x: float, y: float): Vector;
|
||||
|
||||
declare interface Vector {
|
||||
Clamp(minX: float, minY: float, maxX: float, maxY: float): void;
|
||||
Clamped(minX: float, minY: float, maxX: float, maxY: float): Vector;
|
||||
Cross(secondVector: Vector): float;
|
||||
Distance(secondVector: Vector): float;
|
||||
DistanceSquared(secondVector: Vector): float;
|
||||
Dot(secondVector: Vector): float;
|
||||
/**
|
||||
* The game returns degrees in the following format:
|
||||
*
|
||||
* - Right: 0
|
||||
* - Up: -90
|
||||
* - Left: 180
|
||||
* - Down: 90
|
||||
*/
|
||||
GetAngleDegrees(): float;
|
||||
Length(): float;
|
||||
LengthSquared(): float;
|
||||
Lerp(secondVector: Vector, t: float): Vector;
|
||||
Normalize(): void;
|
||||
Normalized(): Vector;
|
||||
Resize(newLength: float): void;
|
||||
Resized(newLength: float): Vector;
|
||||
Rotated(angleDegrees: float): Vector;
|
||||
|
||||
/** Use the "add()" method instead. */
|
||||
__add(right: never): Vector;
|
||||
/** Use the "div()" method instead. */
|
||||
__div(modifier: never): Vector;
|
||||
/** Use the "mul()" method instead. */
|
||||
__mul(modifier: never): Vector;
|
||||
/** Use the "sub()" method instead. */
|
||||
__sub(right: never): Vector;
|
||||
// Not implemented since it can cause the game to crash
|
||||
// __unm(right: never): Vector;
|
||||
|
||||
X: float;
|
||||
Y: float;
|
||||
|
||||
// Helper functions for adding and so forth
|
||||
// https://typescripttolua.github.io/docs/advanced/language-extensions/#operator-map-types
|
||||
add: LuaAdditionMethod<Vector, Vector>;
|
||||
// Vector multiplication was extended to allow Vectors in Repentance
|
||||
// However, this functionality does not apply to division
|
||||
div: LuaDivisionMethod<number, Vector>;
|
||||
mul: LuaMultiplicationMethod<number | Vector, Vector>;
|
||||
sub: LuaSubtractionMethod<Vector, Vector>;
|
||||
}
|
||||
|
||||
declare namespace Vector {
|
||||
function FromAngle(this: void, angleDegrees: float): Vector;
|
||||
const One: Vector;
|
||||
const Zero: Vector;
|
||||
}
|
|
@ -1,5 +0,0 @@
|
|||
declare interface VectorList {
|
||||
Get(idx: int): Vector | undefined;
|
||||
|
||||
readonly Size: int;
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -1,398 +0,0 @@
|
|||
// Enums from the "resources/scripts/enums.lua" file
|
||||
// (flags only)
|
||||
|
||||
declare enum EntityFlag {
|
||||
FLAG_NO_STATUS_EFFECTS = 1,
|
||||
FLAG_NO_INTERPOLATE = 1 << 1,
|
||||
FLAG_APPEAR = 1 << 2,
|
||||
FLAG_RENDER_FLOOR = 1 << 3,
|
||||
FLAG_NO_TARGET = 1 << 4,
|
||||
FLAG_FREEZE = 1 << 5,
|
||||
FLAG_POISON = 1 << 6,
|
||||
FLAG_SLOW = 1 << 7,
|
||||
FLAG_CHARM = 1 << 8,
|
||||
FLAG_CONFUSION = 1 << 9,
|
||||
FLAG_MIDAS_FREEZE = 1 << 10,
|
||||
FLAG_FEAR = 1 << 11,
|
||||
FLAG_BURN = 1 << 12,
|
||||
FLAG_RENDER_WALL = 1 << 13,
|
||||
FLAG_INTERPOLATION_UPDATE = 1 << 14,
|
||||
FLAG_APPLY_GRAVITY = 1 << 15,
|
||||
FLAG_NO_BLOOD_SPLASH = 1 << 16,
|
||||
FLAG_NO_REMOVE_ON_TEX_RENDER = 1 << 17,
|
||||
FLAG_NO_DEATH_TRIGGER = 1 << 18,
|
||||
FLAG_NO_SPIKE_DAMAGE = 1 << 19,
|
||||
FLAG_LASER_POP = 1 << 19,
|
||||
FLAG_ITEM_SHOULD_DUPLICATE = 1 << 19,
|
||||
FLAG_BOSSDEATH_TRIGGERED = 1 << 20,
|
||||
FLAG_DONT_OVERWRITE = 1 << 21,
|
||||
FLAG_SPAWN_STICKY_SPIDERS = 1 << 22,
|
||||
FLAG_SPAWN_BLACK_HP = 1 << 23,
|
||||
FLAG_SHRINK = 1 << 24,
|
||||
FLAG_NO_FLASH_ON_DAMAGE = 1 << 25,
|
||||
FLAG_NO_KNOCKBACK = 1 << 26,
|
||||
FLAG_SLIPPERY_PHYSICS = 1 << 27,
|
||||
FLAG_ADD_JAR_FLY = 1 << 28,
|
||||
FLAG_FRIENDLY = 1 << 29,
|
||||
FLAG_NO_PHYSICS_KNOCKBACK = 1 << 30,
|
||||
FLAG_DONT_COUNT_BOSS_HP = 1 << 31,
|
||||
FLAG_NO_SPRITE_UPDATE = 1 << 32,
|
||||
FLAG_CONTAGIOUS = 1 << 33,
|
||||
FLAG_BLEED_OUT = 1 << 34,
|
||||
FLAG_HIDE_HP_BAR = 1 << 35,
|
||||
FLAG_NO_DAMAGE_BLINK = 1 << 36,
|
||||
FLAG_PERSISTENT = 1 << 37,
|
||||
FLAG_BACKDROP_DETAIL = 1 << 38,
|
||||
FLAG_AMBUSH = 1 << 39,
|
||||
FLAG_GLITCH = 1 << 40,
|
||||
FLAG_SPIN = 1 << 41,
|
||||
FLAG_NO_REWARD = 1 << 42,
|
||||
FLAG_REDUCE_GIBS = 1 << 43,
|
||||
FLAG_TRANSITION_UPDATE = 1 << 44,
|
||||
FLAG_NO_PLAYER_CONTROL = 1 << 45,
|
||||
FLAG_NO_QUERY = 1 << 46,
|
||||
FLAG_KNOCKED_BACK = 1 << 47,
|
||||
FLAG_APPLY_IMPACT_DAMAGE = 1 << 48,
|
||||
FLAG_ICE_FROZEN = 1 << 49,
|
||||
FLAG_ICE = 1 << 50,
|
||||
FLAG_MAGNETIZED = 1 << 51,
|
||||
FLAG_BAITED = 1 << 52,
|
||||
FLAG_KILLSWITCH = 1 << 53,
|
||||
FLAG_WEAKNESS = 1 << 54,
|
||||
FLAG_EXTRA_GORE = 1 << 55,
|
||||
FLAG_BRIMSTONE_MARKED = 1 << 56,
|
||||
FLAG_HELD = 1 << 57,
|
||||
FLAG_THROWN = 1 << 58,
|
||||
FLAG_FRIENDLY_BALL = 1 << 59,
|
||||
}
|
||||
|
||||
/** For EntityType.ENTITY_TEAR (2) */
|
||||
declare enum TearFlags {
|
||||
TEAR_NORMAL = 0,
|
||||
TEAR_SPECTRAL = 1,
|
||||
TEAR_PIERCING = 1 << 1,
|
||||
TEAR_HOMING = 1 << 2,
|
||||
TEAR_SLOW = 1 << 3,
|
||||
TEAR_POISON = 1 << 4,
|
||||
TEAR_FREEZE = 1 << 5,
|
||||
TEAR_SPLIT = 1 << 6,
|
||||
TEAR_GROW = 1 << 7,
|
||||
TEAR_BOOMERANG = 1 << 8,
|
||||
TEAR_PERSISTENT = 1 << 9,
|
||||
TEAR_WIGGLE = 1 << 10,
|
||||
TEAR_MULLIGAN = 1 << 11,
|
||||
TEAR_EXPLOSIVE = 1 << 12,
|
||||
TEAR_CHARM = 1 << 13,
|
||||
TEAR_CONFUSION = 1 << 14,
|
||||
TEAR_HP_DROP = 1 << 15,
|
||||
TEAR_ORBIT = 1 << 16,
|
||||
TEAR_WAIT = 1 << 17,
|
||||
TEAR_QUADSPLIT = 1 << 18,
|
||||
TEAR_BOUNCE = 1 << 19,
|
||||
TEAR_FEAR = 1 << 20,
|
||||
TEAR_SHRINK = 1 << 21,
|
||||
TEAR_BURN = 1 << 22,
|
||||
TEAR_ATTRACTOR = 1 << 23,
|
||||
TEAR_KNOCKBACK = 1 << 24,
|
||||
TEAR_PULSE = 1 << 25,
|
||||
TEAR_SPIRAL = 1 << 26,
|
||||
TEAR_FLAT = 1 << 27,
|
||||
TEAR_SAD_BOMB = 1 << 28,
|
||||
TEAR_BUTT_BOMB = 1 << 29,
|
||||
TEAR_SQUARE = 1 << 30,
|
||||
TEAR_GLOW = 1 << 31,
|
||||
TEAR_GISH = 1 << 32,
|
||||
TEAR_MYSTERIOUS_LIQUID_CREEP = 1 << 33,
|
||||
TEAR_SHIELDED = 1 << 34,
|
||||
TEAR_GLITTER_BOMB = 1 << 35,
|
||||
TEAR_SCATTER_BOMB = 1 << 36,
|
||||
TEAR_STICKY = 1 << 37,
|
||||
TEAR_CONTINUUM = 1 << 38,
|
||||
TEAR_LIGHT_FROM_HEAVEN = 1 << 39,
|
||||
TEAR_COIN_DROP = 1 << 40,
|
||||
TEAR_BLACK_HP_DROP = 1 << 41,
|
||||
TEAR_TRACTOR_BEAM = 1 << 42,
|
||||
TEAR_GODS_FLESH = 1 << 43,
|
||||
TEAR_GREED_COIN = 1 << 44,
|
||||
TEAR_CROSS_BOMB = 1 << 45,
|
||||
TEAR_BIG_SPIRAL = 1 << 46,
|
||||
TEAR_PERMANENT_CONFUSION = 1 << 47,
|
||||
TEAR_BOOGER = 1 << 48,
|
||||
TEAR_EGG = 1 << 49,
|
||||
TEAR_ACID = 1 << 50,
|
||||
TEAR_BONE = 1 << 51,
|
||||
TEAR_BELIAL = 1 << 52,
|
||||
TEAR_MIDAS = 1 << 53,
|
||||
TEAR_NEEDLE = 1 << 54,
|
||||
TEAR_JACOBS = 1 << 55,
|
||||
TEAR_HORN = 1 << 56,
|
||||
TEAR_LASER = 1 << 57,
|
||||
TEAR_POP = 1 << 58,
|
||||
TEAR_ABSORB = 1 << 59,
|
||||
TEAR_LASERSHOT = 1 << 60,
|
||||
TEAR_HYDROBOUNCE = 1 << 61,
|
||||
TEAR_BURSTSPLIT = 1 << 62,
|
||||
TEAR_CREEP_TRAIL = 1 << 63,
|
||||
TEAR_PUNCH = 1 << 64,
|
||||
TEAR_ICE = 1 << 65,
|
||||
TEAR_MAGNETIZE = 1 << 66,
|
||||
TEAR_BAIT = 1 << 67,
|
||||
TEAR_OCCULT = 1 << 68,
|
||||
TEAR_ORBIT_ADVANCED = 1 << 69,
|
||||
TEAR_ROCK = 1 << 70,
|
||||
TEAR_TURN_HORIZONTAL = 1 << 71,
|
||||
TEAR_BLOOD_BOMB = 1 << 72,
|
||||
TEAR_ECOLI = 1 << 73,
|
||||
TEAR_COIN_DROP_DEATH = 1 << 74,
|
||||
TEAR_BRIMSTONE_BOMB = 1 << 75,
|
||||
TEAR_RIFT = 1 << 76,
|
||||
TEAR_SPORE = 1 << 77,
|
||||
TEAR_GHOST_BOMB = 1 << 78,
|
||||
TEAR_CARD_DROP_DEATH = 1 << 79,
|
||||
TEAR_RUNE_DROP_DEATH = 1 << 80,
|
||||
TEAR_TELEPORT = 1 << 81,
|
||||
TEAR_EFFECT_COUNT = 82,
|
||||
TEAR_REROLL_ROCK_WISP = 1 << 115,
|
||||
TEAR_MOM_STOMP_WISP = 1 << 116,
|
||||
TEAR_ENEMY_TO_WISP = 1 << 117,
|
||||
TEAR_REROLL_ENEMY = 1 << 118,
|
||||
TEAR_GIGA_BOMB = 1 << 119,
|
||||
TEAR_EXTRA_GORE = 1 << 120,
|
||||
TEAR_RAINBOW = 1 << 121,
|
||||
TEAR_DETONATE = 1 << 122,
|
||||
TEAR_CHAIN = 1 << 123,
|
||||
TEAR_DARK_MATTER = 1 << 124,
|
||||
TEAR_GOLDEN_BOMB = 1 << 125,
|
||||
TEAR_FAST_BOMB = 1 << 126,
|
||||
TEAR_LUDOVICO = 1 << 127,
|
||||
}
|
||||
|
||||
/** For EntityType.ENTITY_PROJECTILE (9) */
|
||||
declare enum ProjectileFlags {
|
||||
SMART = 1,
|
||||
EXPLODE = 1 << 1,
|
||||
ACID_GREEN = 1 << 2,
|
||||
GOO = 1 << 3,
|
||||
GHOST = 1 << 4,
|
||||
WIGGLE = 1 << 5,
|
||||
BOOMERANG = 1 << 6,
|
||||
HIT_ENEMIES = 1 << 7,
|
||||
ACID_RED = 1 << 8,
|
||||
GREED = 1 << 9,
|
||||
RED_CREEP = 1 << 10,
|
||||
ORBIT_CW = 1 << 11,
|
||||
ORBIT_CCW = 1 << 12,
|
||||
NO_WALL_COLLIDE = 1 << 13,
|
||||
CREEP_BROWN = 1 << 14,
|
||||
FIRE = 1 << 15,
|
||||
BURST = 1 << 16,
|
||||
ANY_HEIGHT_ENTITY_HIT = 1 << 17,
|
||||
CURVE_LEFT = 1 << 18,
|
||||
CURVE_RIGHT = 1 << 19,
|
||||
TURN_HORIZONTAL = 1 << 20,
|
||||
SINE_VELOCITY = 1 << 21,
|
||||
MEGA_WIGGLE = 1 << 22,
|
||||
SAWTOOTH_WIGGLE = 1 << 23,
|
||||
SLOWED = 1 << 24,
|
||||
TRIANGLE = 1 << 25,
|
||||
MOVE_TO_PARENT = 1 << 26,
|
||||
ACCELERATE = 1 << 27,
|
||||
DECELERATE = 1 << 28,
|
||||
BURST3 = 1 << 29,
|
||||
CONTINUUM = 1 << 30,
|
||||
CANT_HIT_PLAYER = 1 << 31,
|
||||
CHANGE_FLAGS_AFTER_TIMEOUT = 1 << 32,
|
||||
CHANGE_VELOCITY_AFTER_TIMEOUT = 1 << 33,
|
||||
STASIS = 1 << 34,
|
||||
FIRE_WAVE = 1 << 35,
|
||||
FIRE_WAVE_X = 1 << 36,
|
||||
ACCELERATE_EX = 1 << 37,
|
||||
BURST8 = 1 << 38,
|
||||
FIRE_SPAWN = 1 << 39,
|
||||
ANTI_GRAVITY = 1 << 40,
|
||||
TRACTOR_BEAM = 1 << 41,
|
||||
BOUNCE = 1 << 42,
|
||||
BOUNCE_FLOOR = 1 << 43,
|
||||
SHIELDED = 1 << 44,
|
||||
BLUE_FIRE_SPAWN = 1 << 45,
|
||||
LASER_SHOT = 1 << 46,
|
||||
GODHEAD = 1 << 47,
|
||||
SMART_PERFECT = 1 << 48,
|
||||
BURSTSPLIT = 1 << 49,
|
||||
WIGGLE_ROTGUT = 1 << 50,
|
||||
FREEZE = 1 << 51,
|
||||
ACCELERATE_TO_POSITION = 1 << 52,
|
||||
BROCCOLI = 1 << 53,
|
||||
BACKSPLIT = 1 << 54,
|
||||
SIDEWAVE = 1 << 55,
|
||||
ORBIT_PARENT = 1 << 56,
|
||||
FADEOUT = 1 << 57,
|
||||
}
|
||||
|
||||
declare enum CacheFlag {
|
||||
CACHE_DAMAGE = 0x1,
|
||||
CACHE_FIREDELAY = 0x2,
|
||||
CACHE_SHOTSPEED = 0x4,
|
||||
CACHE_RANGE = 0x8,
|
||||
CACHE_SPEED = 0x10,
|
||||
CACHE_TEARFLAG = 0x20,
|
||||
CACHE_TEARCOLOR = 0x40,
|
||||
CACHE_FLYING = 0x80,
|
||||
CACHE_WEAPON = 0x100,
|
||||
CACHE_FAMILIARS = 0x200,
|
||||
CACHE_LUCK = 0x400,
|
||||
CACHE_SIZE = 0x800,
|
||||
CACHE_COLOR = 0x1000,
|
||||
CACHE_PICKUP_VISION = 0x2000,
|
||||
CACHE_ALL = 0xffff,
|
||||
CACHE_TWIN_SYNC = 0x80000000,
|
||||
}
|
||||
|
||||
declare enum DamageFlag {
|
||||
DAMAGE_NOKILL = 1,
|
||||
DAMAGE_FIRE = 1 << 1,
|
||||
DAMAGE_EXPLOSION = 1 << 2,
|
||||
DAMAGE_LASER = 1 << 3,
|
||||
DAMAGE_ACID = 1 << 4,
|
||||
DAMAGE_RED_HEARTS = 1 << 5,
|
||||
DAMAGE_COUNTDOWN = 1 << 6,
|
||||
DAMAGE_SPIKES = 1 << 7,
|
||||
DAMAGE_CLONES = 1 << 8,
|
||||
DAMAGE_POOP = 1 << 9,
|
||||
DAMAGE_DEVIL = 1 << 10,
|
||||
DAMAGE_ISSAC_HEART = 1 << 11,
|
||||
DAMAGE_TNT = 1 << 12,
|
||||
DAMAGE_INVINCIBLE = 1 << 13,
|
||||
DAMAGE_SPAWN_FLY = 1 << 14,
|
||||
DAMAGE_POISON_BURN = 1 << 15,
|
||||
DAMAGE_CURSED_DOOR = 1 << 16,
|
||||
DAMAGE_TIMER = 1 << 17,
|
||||
DAMAGE_IV_BAG = 1 << 18,
|
||||
DAMAGE_PITFALL = 1 << 19,
|
||||
DAMAGE_CHEST = 1 << 20,
|
||||
DAMAGE_FAKE = 1 << 21,
|
||||
DAMAGE_BOOGER = 1 << 22,
|
||||
DAMAGE_SPAWN_BLACK_HEART = 1 << 23,
|
||||
DAMAGE_CRUSH = 1 << 24,
|
||||
DAMAGE_NO_MODIFIERS = 1 << 25,
|
||||
DAMAGE_SPAWN_RED_HEART = 1 << 26,
|
||||
DAMAGE_SPAWN_COIN = 1 << 27,
|
||||
DAMAGE_NO_PENALTIES = 1 << 28,
|
||||
DAMAGE_SPAWN_TEMP_HEART = 1 << 29,
|
||||
DAMAGE_IGNORE_ARMOR = 1 << 30,
|
||||
DAMAGE_SPAWN_CARD = 1 << 31,
|
||||
DAMAGE_SPAWN_RUNE = 1 << 32,
|
||||
}
|
||||
|
||||
declare enum GameStateFlag {
|
||||
STATE_FAMINE_SPAWNED = 0,
|
||||
STATE_PESTILENCE_SPAWNED = 1,
|
||||
STATE_WAR_SPAWNED = 2,
|
||||
STATE_DEATH_SPAWNED = 3,
|
||||
STATE_BOSSPOOL_SWITCHED = 4,
|
||||
STATE_DEVILROOM_SPAWNED = 5,
|
||||
STATE_DEVILROOM_VISITED = 6,
|
||||
STATE_BOOK_REVELATIONS_USED = 7,
|
||||
STATE_BOOK_PICKED_UP = 8,
|
||||
STATE_WRATH_SPAWNED = 9,
|
||||
STATE_GLUTTONY_SPAWNED = 10,
|
||||
STATE_LUST_SPAWNED = 11,
|
||||
STATE_SLOTH_SPAWNED = 12,
|
||||
STATE_ENVY_SPAWNED = 13,
|
||||
STATE_PRIDE_SPAWNED = 14,
|
||||
STATE_GREED_SPAWNED = 15,
|
||||
STATE_SUPERGREED_SPAWNED = 16,
|
||||
STATE_DONATION_SLOT_BROKEN = 17,
|
||||
STATE_DONATION_SLOT_JAMMED = 18,
|
||||
STATE_HEAVEN_PATH = 19,
|
||||
STATE_REBIRTH_BOSS_SWITCHED = 20,
|
||||
STATE_HAUNT_SELECTED = 21,
|
||||
STATE_ADVERSARY_SELECTED = 22,
|
||||
STATE_MR_FRED_SELECTED = 23,
|
||||
STATE_MAMA_GURDY_SELECTED = 24,
|
||||
STATE_URIEL_SPAWNED = 25,
|
||||
STATE_GABRIEL_SPAWNED = 26,
|
||||
STATE_FALLEN_SPAWNED = 27,
|
||||
STATE_HEADLESS_HORSEMAN_SPAWNED = 28,
|
||||
STATE_KRAMPUS_SPAWNED = 29,
|
||||
STATE_DONATION_SLOT_BLOWN = 30,
|
||||
STATE_SHOPKEEPER_KILLED = 31,
|
||||
STATE_ULTRAPRIDE_SPAWNED = 32,
|
||||
STATE_BOSSRUSH_DONE = 33,
|
||||
STATE_GREED_SLOT_JAMMED = 34,
|
||||
STATE_AFTERBIRTH_BOSS_SWITCHED = 35,
|
||||
STATE_BROWNIE_SELECTED = 36,
|
||||
STATE_SUPERBUM_APPEARED = 37,
|
||||
STATE_BOSSRUSH_DOOR_SPAWNED = 38,
|
||||
STATE_BLUEWOMB_DOOR_SPAWNED = 39,
|
||||
STATE_BLUEWOMB_DONE = 40,
|
||||
STATE_HEART_BOMB_COIN_PICKED = 41,
|
||||
STATE_ABPLUS_BOSS_SWITCHED = 42,
|
||||
STATE_SISTERS_VIS_SELECTED = 43,
|
||||
STATE_MAX_COINS_OBTAINED = 43,
|
||||
STATE_SECRET_PATH = 44,
|
||||
STATE_PERFECTION_SPAWNED = 45,
|
||||
STATE_MAUSOLEUM_HEART_KILLED = 46,
|
||||
STATE_BACKWARDS_PATH_INIT = 47,
|
||||
STATE_BACKWARDS_PATH = 48,
|
||||
NUM_STATE_FLAGS = 49,
|
||||
}
|
||||
|
||||
declare enum LevelStateFlag {
|
||||
STATE_BUM_KILLED = 0,
|
||||
STATE_EVIL_BUM_KILLED = 1,
|
||||
STATE_REDHEART_DAMAGED = 2,
|
||||
STATE_BUM_LEFT = 3,
|
||||
STATE_EVIL_BUM_LEFT = 4,
|
||||
STATE_DAMAGED = 5,
|
||||
STATE_SHOPKEEPER_KILLED_LVL = 6,
|
||||
STATE_COMPASS_EFFECT = 7,
|
||||
STATE_MAP_EFFECT = 8,
|
||||
STATE_BLUE_MAP_EFFECT = 9,
|
||||
STATE_FULL_MAP_EFFECT = 10,
|
||||
STATE_GREED_LOST_PENALTY = 11,
|
||||
STATE_GREED_MONSTRO_SPAWNED = 12,
|
||||
STATE_ITEM_DUNGEON_FOUND = 13,
|
||||
STATE_MAMA_MEGA_USED = 14,
|
||||
STATE_WOODEN_CROSS_REMOVED = 15,
|
||||
STATE_SHOVEL_QUEST_TRIGGERED = 16,
|
||||
STATE_SATANIC_BIBLE_USED = 17,
|
||||
STATE_SOL_EFFECT = 18,
|
||||
STATE_LEVEL_START_TRIGGERED = 19,
|
||||
STATE_LUNA_EFFECT = 20,
|
||||
STATE_VOID_DOOR_DISABLED = 21,
|
||||
STATE_MINESHAFT_ESCAPE = 22,
|
||||
STATE_MIRROR_BROKEN = 23,
|
||||
NUM_STATE_FLAGS = 24,
|
||||
}
|
||||
|
||||
declare enum UseFlag {
|
||||
/** Don't play use animations. */
|
||||
USE_NOANIM = 1,
|
||||
/** Don't add costume. */
|
||||
USE_NOCOSTUME = 1 << 1,
|
||||
/** Effect was triggered by an active item owned by the player. */
|
||||
USE_OWNED = 1 << 2,
|
||||
/** Allow the effect to trigger on non-main players (i.e. coop babies). */
|
||||
USE_ALLOWNONMAIN = 1 << 3,
|
||||
/** D4 only: Reroll the player's active item. */
|
||||
USE_REMOVEACTIVE = 1 << 4,
|
||||
/** Effect was triggered a second time by Car Battery (or Tarot Cloth for cards). */
|
||||
USE_CARBATTERY = 1 << 5,
|
||||
/** Effect was triggered by Void. */
|
||||
USE_VOID = 1 << 6,
|
||||
/** Effect was mimicked by an active item (Blank Card, Placebo). */
|
||||
USE_MIMIC = 1 << 7,
|
||||
/** Never play announcer voice. */
|
||||
USE_NOANNOUNCER = 1 << 8,
|
||||
/**
|
||||
* This allows an item to spawn wisps when called from another item usage as the wisps generator
|
||||
* checks for NOANIM, so usually you want to use this with NOANIM call.
|
||||
*/
|
||||
USE_ALLOWWISPSPAWN = 1 << 9,
|
||||
/**
|
||||
* If set, forces UseActiveItem to use the CustomVarData argument instead of the active item's
|
||||
* stored VarData.
|
||||
*/
|
||||
USE_CUSTOMVARDATA = 1 << 10,
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -1,520 +0,0 @@
|
|||
// Enums from the "resources/scripts/enums.lua" file
|
||||
// (entity variants only)
|
||||
|
||||
/** For EntityType.TEAR (2) */
|
||||
declare enum TearVariant {
|
||||
BLUE = 0,
|
||||
BLOOD = 1,
|
||||
TOOTH = 2,
|
||||
METALLIC = 3,
|
||||
BOBS_HEAD = 4,
|
||||
FIRE_MIND = 5,
|
||||
DARK_MATTER = 6,
|
||||
MYSTERIOUS = 7,
|
||||
SCHYTHE = 8,
|
||||
CHAOS_CARD = 9,
|
||||
LOST_CONTACT = 10,
|
||||
CUPID_BLUE = 11,
|
||||
CUPID_BLOOD = 12,
|
||||
NAIL = 13,
|
||||
PUPULA = 14,
|
||||
PUPULA_BLOOD = 15,
|
||||
GODS_FLESH = 16,
|
||||
GODS_FLESH_BLOOD = 17,
|
||||
DIAMOND = 18,
|
||||
EXPLOSIVO = 19,
|
||||
COIN = 20,
|
||||
MULTIDIMENSIONAL = 21,
|
||||
STONE = 22,
|
||||
NAIL_BLOOD = 23,
|
||||
GLAUCOMA = 24,
|
||||
GLAUCOMA_BLOOD = 25,
|
||||
BOOGER = 26,
|
||||
EGG = 27,
|
||||
RAZOR = 28,
|
||||
BONE = 29,
|
||||
BLACK_TOOTH = 30,
|
||||
NEEDLE = 31,
|
||||
BELIAL = 32,
|
||||
EYE = 33,
|
||||
EYE_BLOOD = 34,
|
||||
BALLOON = 35,
|
||||
HUNGRY = 36,
|
||||
BALLOON_BRIMSTONE = 37,
|
||||
BALLOON_BOMB = 38,
|
||||
FIST = 39,
|
||||
GRIDENT = 40,
|
||||
ICE = 41,
|
||||
ROCK = 42,
|
||||
KEY = 43,
|
||||
KEY_BLOOD = 44,
|
||||
ERASER = 45,
|
||||
FIRE = 46,
|
||||
SWORD_BEAM = 47,
|
||||
SPORE = 48,
|
||||
TECH_SWORD_BEAM = 49,
|
||||
}
|
||||
|
||||
/** For EntityType.ENTITY_FAMILIAR (3) */
|
||||
declare enum FamiliarVariant {
|
||||
FAMILIAR_NULL = 0,
|
||||
BROTHER_BOBBY = 1,
|
||||
DEMON_BABY = 2,
|
||||
LITTLE_CHUBBY = 3,
|
||||
LITTLE_GISH = 4,
|
||||
LITTLE_STEVEN = 5,
|
||||
ROBO_BABY = 6,
|
||||
SISTER_MAGGY = 7,
|
||||
ABEL = 8,
|
||||
GHOST_BABY = 9,
|
||||
HARLEQUIN_BABY = 10,
|
||||
RAINBOW_BABY = 11,
|
||||
ISAACS_HEAD = 12,
|
||||
BLUE_BABY_SOUL = 13,
|
||||
DEAD_BIRD = 14,
|
||||
EVES_BIRD_FOOT = 15,
|
||||
DADDY_LONGLEGS = 16,
|
||||
PEEPER = 17,
|
||||
BOMB_BAG = 20,
|
||||
SACK_OF_PENNIES = 21,
|
||||
LITTLE_CHAD = 22,
|
||||
RELIC = 23,
|
||||
BUM_FRIEND = 24,
|
||||
HOLY_WATER = 25,
|
||||
KEY_PIECE_1 = 26,
|
||||
KEY_PIECE_2 = 27,
|
||||
KEY_FULL = 28,
|
||||
FOREVER_ALONE = 30,
|
||||
DISTANT_ADMIRATION = 31,
|
||||
GUARDIAN_ANGEL = 32,
|
||||
FLY_ORBITAL = 33,
|
||||
SACRIFICIAL_DAGGER = 35,
|
||||
DEAD_CAT = 40,
|
||||
ONE_UP = 41,
|
||||
GUPPYS_HAIRBALL = 42,
|
||||
BLUE_FLY = 43,
|
||||
CUBE_OF_MEAT_1 = 44,
|
||||
CUBE_OF_MEAT_2 = 45,
|
||||
CUBE_OF_MEAT_3 = 46,
|
||||
CUBE_OF_MEAT_4 = 47,
|
||||
ISAACS_BODY = 48,
|
||||
SMART_FLY = 50,
|
||||
DRY_BABY = 51,
|
||||
JUICY_SACK = 52,
|
||||
ROBO_BABY_2 = 53,
|
||||
ROTTEN_BABY = 54,
|
||||
HEADLESS_BABY = 55,
|
||||
LEECH = 56,
|
||||
MYSTERY_SACK = 57,
|
||||
BBF = 58,
|
||||
BOBS_BRAIN = 59,
|
||||
BEST_BUD = 60,
|
||||
LIL_BRIMSTONE = 61,
|
||||
ISAACS_HEART = 62,
|
||||
LIL_HAUNT = 63,
|
||||
DARK_BUM = 64,
|
||||
BIG_FAN = 65,
|
||||
SISSY_LONGLEGS = 66,
|
||||
PUNCHING_BAG = 67,
|
||||
GUILLOTINE = 68,
|
||||
BALL_OF_BANDAGES_1 = 69,
|
||||
BALL_OF_BANDAGES_2 = 70,
|
||||
BALL_OF_BANDAGES_3 = 71,
|
||||
BALL_OF_BANDAGES_4 = 72,
|
||||
BLUE_SPIDER = 73,
|
||||
MONGO_BABY = 74,
|
||||
SAMSONS_CHAINS = 75,
|
||||
CAINS_OTHER_EYE = 76,
|
||||
BLUEBABYS_ONLY_FRIEND = 77,
|
||||
SCISSORS = 78,
|
||||
GEMINI = 79,
|
||||
INCUBUS = 80,
|
||||
FATES_REWARD = 81,
|
||||
LIL_CHEST = 82,
|
||||
SWORN_PROTECTOR = 83,
|
||||
FRIEND_ZONE = 84,
|
||||
LOST_FLY = 85,
|
||||
CHARGED_BABY = 86,
|
||||
LIL_GURDY = 87,
|
||||
BUMBO = 88,
|
||||
CENSER = 89,
|
||||
KEY_BUM = 90,
|
||||
RUNE_BAG = 91,
|
||||
SERAPHIM = 92,
|
||||
GB_BUG = 93,
|
||||
SPIDER_MOD = 94,
|
||||
FARTING_BABY = 95,
|
||||
SUCCUBUS = 96,
|
||||
LIL_LOKI = 97,
|
||||
OBSESSED_FAN = 98,
|
||||
PAPA_FLY = 99,
|
||||
MILK = 100,
|
||||
MULTIDIMENSIONAL_BABY = 101,
|
||||
SUPER_BUM = 102,
|
||||
TONSIL = 103,
|
||||
BIG_CHUBBY = 104,
|
||||
DEPRESSION = 105,
|
||||
SHADE = 106,
|
||||
HUSHY = 107,
|
||||
LIL_MONSTRO = 108,
|
||||
KING_BABY = 109,
|
||||
FINGER = 110,
|
||||
YO_LISTEN = 111,
|
||||
ACID_BABY = 112,
|
||||
SPIDER_BABY = 113,
|
||||
SACK_OF_SACKS = 114,
|
||||
BROWN_NUGGET_POOTER = 115,
|
||||
BLOODSHOT_EYE = 116,
|
||||
MOMS_RAZOR = 117,
|
||||
ANGRY_FLY = 118,
|
||||
BUDDY_IN_A_BOX = 119,
|
||||
SPRINKLER = 120,
|
||||
LEPROSY = 121,
|
||||
LIL_HARBINGERS = 122,
|
||||
ANGELIC_PRISM = 123,
|
||||
MYSTERY_EGG = 124,
|
||||
LIL_SPEWER = 125,
|
||||
SLIPPED_RIB = 126,
|
||||
POINTY_RIB = 127,
|
||||
BONE_ORBITAL = 128,
|
||||
HALLOWED_GROUND = 129,
|
||||
JAW_BONE = 130,
|
||||
INTRUDER = 200,
|
||||
DIP = 201,
|
||||
DAMOCLES = 202,
|
||||
BLOOD_OATH = 203,
|
||||
PSY_FLY = 204,
|
||||
MENORAH = 205,
|
||||
WISP = 206,
|
||||
PEEPER_2 = 207,
|
||||
BOILED_BABY = 208,
|
||||
FREEZER_BABY = 209,
|
||||
BIRD_CAGE = 210,
|
||||
LOST_SOUL = 211,
|
||||
LIL_DUMPY = 212,
|
||||
KNIFE_PIECE_1 = 213,
|
||||
KNIFE_PIECE_2 = 214,
|
||||
TINYTOMA = 216,
|
||||
TINYTOMA_2 = 217,
|
||||
BOT_FLY = 218,
|
||||
SIREN_MINION = 220,
|
||||
PASCHAL_CANDLE = 221,
|
||||
STITCHES = 222,
|
||||
KNIFE_FULL = 223,
|
||||
BABY_PLUM = 224,
|
||||
FRUITY_PLUM = 225,
|
||||
SPIN_TO_WIN = 226,
|
||||
MINISAAC = 228,
|
||||
SWARM_FLY_ORBITAL = 229,
|
||||
LIL_ABADDON = 230,
|
||||
ABYSS_LOCUST = 231,
|
||||
LIL_PORTAL = 232,
|
||||
WORM_FRIEND = 233,
|
||||
BONE_SPUR = 234,
|
||||
TWISTED_BABY = 235,
|
||||
STAR_OF_BETHLEHEM = 236,
|
||||
ITEM_WISP = 237,
|
||||
BLOOD_BABY = 238,
|
||||
CUBE_BABY = 239,
|
||||
UMBILICAL_BABY = 240,
|
||||
BLOOD_PUPPY = 241,
|
||||
VANISHING_TWIN = 242,
|
||||
DECAP_ATTACK = 243,
|
||||
FORGOTTEN_BODY = 900,
|
||||
}
|
||||
|
||||
/** For EntityType.ENTITY_BOMBDROP (4) */
|
||||
declare enum BombVariant {
|
||||
BOMB_NORMAL = 0,
|
||||
BOMB_BIG = 1,
|
||||
BOMB_DECOY = 2,
|
||||
BOMB_TROLL = 3,
|
||||
BOMB_SUPERTROLL = 4,
|
||||
BOMB_POISON = 5,
|
||||
BOMB_POISON_BIG = 6,
|
||||
BOMB_SAD = 7,
|
||||
BOMB_HOT = 8,
|
||||
BOMB_BUTT = 9,
|
||||
BOMB_MR_MEGA = 10,
|
||||
BOMB_BOBBY = 11,
|
||||
BOMB_GLITTER = 12,
|
||||
BOMB_THROWABLE = 13,
|
||||
BOMB_SMALL = 14,
|
||||
BOMB_BRIMSTONE = 15,
|
||||
BOMB_SAD_BLOOD = 16,
|
||||
BOMB_GIGA = 17,
|
||||
BOMB_GOLDENTROLL = 18,
|
||||
BOMB_ROCKET = 19,
|
||||
BOMB_ROCKET_GIGA = 20,
|
||||
}
|
||||
|
||||
/** For EntityType.ENTITY_PICKUP (5) */
|
||||
declare enum PickupVariant {
|
||||
PICKUP_NULL = 0,
|
||||
PICKUP_HEART = 10,
|
||||
PICKUP_COIN = 20,
|
||||
PICKUP_KEY = 30,
|
||||
PICKUP_BOMB = 40,
|
||||
PICKUP_THROWABLEBOMB = 41,
|
||||
PICKUP_POOP = 42,
|
||||
PICKUP_CHEST = 50,
|
||||
PICKUP_BOMBCHEST = 51,
|
||||
PICKUP_SPIKEDCHEST = 52,
|
||||
PICKUP_ETERNALCHEST = 53,
|
||||
PICKUP_MIMICCHEST = 54,
|
||||
PICKUP_OLDCHEST = 55,
|
||||
PICKUP_WOODENCHEST = 56,
|
||||
PICKUP_MEGACHEST = 57,
|
||||
PICKUP_HAUNTEDCHEST = 58,
|
||||
PICKUP_LOCKEDCHEST = 60,
|
||||
PICKUP_GRAB_BAG = 69,
|
||||
PICKUP_PILL = 70,
|
||||
PICKUP_LIL_BATTERY = 90,
|
||||
PICKUP_COLLECTIBLE = 100,
|
||||
PICKUP_SHOPITEM = 150,
|
||||
PICKUP_TAROTCARD = 300,
|
||||
PICKUP_BIGCHEST = 340,
|
||||
PICKUP_TRINKET = 350,
|
||||
PICKUP_REDCHEST = 360,
|
||||
PICKUP_TROPHY = 370,
|
||||
PICKUP_BED = 380,
|
||||
PICKUP_MOMSCHEST = 390,
|
||||
}
|
||||
|
||||
/** For EntityType.ENTITY_PROJECTILE (9) */
|
||||
declare enum ProjectileVariant {
|
||||
PROJECTILE_NORMAL = 0,
|
||||
PROJECTILE_BONE = 1,
|
||||
PROJECTILE_FIRE = 2,
|
||||
PROJECTILE_PUKE = 3,
|
||||
PROJECTILE_TEAR = 4,
|
||||
PROJECTILE_CORN = 5,
|
||||
PROJECTILE_HUSH = 6,
|
||||
PROJECTILE_COIN = 7,
|
||||
PROJECTILE_GRID = 8,
|
||||
PROJECTILE_ROCK = 9,
|
||||
PROJECTILE_RING = 10,
|
||||
PROJECTILE_MEAT = 11,
|
||||
PROJECTILE_FCUK = 12,
|
||||
PROJECTILE_WING = 13,
|
||||
PROJECTILE_LAVA = 14,
|
||||
PROJECTILE_HEAD = 15,
|
||||
PROJECTILE_PEEP = 16,
|
||||
}
|
||||
|
||||
/** For EntityType.ENTITY_EFFECT (1000) */
|
||||
declare enum EffectVariant {
|
||||
EFFECT_NULL = 0,
|
||||
BOMB_EXPLOSION = 1,
|
||||
BLOOD_EXPLOSION = 2,
|
||||
FLY_EXPLOSION = 3,
|
||||
ROCK_PARTICLE = 4,
|
||||
BLOOD_PARTICLE = 5,
|
||||
DEVIL = 6,
|
||||
BLOOD_SPLAT = 7,
|
||||
LADDER = 8,
|
||||
ANGEL = 9,
|
||||
BLUE_FLAME = 10,
|
||||
BULLET_POOF = 11,
|
||||
TEAR_POOF_A = 12,
|
||||
TEAR_POOF_B = 13,
|
||||
RIPPLE_POOF = 14,
|
||||
CROSS_POOF = 14,
|
||||
POOF01 = 15,
|
||||
POOF02 = 16,
|
||||
POOF04 = 17,
|
||||
BOMB_CRATER = 18,
|
||||
CRACK_THE_SKY = 19,
|
||||
SCYTHE_BREAK = 20,
|
||||
TINY_BUG = 21,
|
||||
CREEP_RED = 22,
|
||||
CREEP_GREEN = 23,
|
||||
CREEP_YELLOW = 24,
|
||||
CREEP_WHITE = 25,
|
||||
CREEP_BLACK = 26,
|
||||
WOOD_PARTICLE = 27,
|
||||
MONSTROS_TOOTH = 28,
|
||||
MOM_FOOT_STOMP = 29,
|
||||
TARGET = 30,
|
||||
ROCKET = 31,
|
||||
PLAYER_CREEP_LEMON_MISHAP = 32,
|
||||
TINY_FLY = 33,
|
||||
FART = 34,
|
||||
TOOTH_PARTICLE = 35,
|
||||
XRAY_WALL = 36,
|
||||
PLAYER_CREEP_HOLYWATER = 37,
|
||||
SPIDER_EXPLOSION = 38,
|
||||
HEAVEN_LIGHT_DOOR = 39,
|
||||
STARFLASH = 40,
|
||||
WATER_DROPLET = 41,
|
||||
BLOOD_GUSH = 42,
|
||||
POOP_EXPLOSION = 43,
|
||||
PLAYER_CREEP_WHITE = 44,
|
||||
PLAYER_CREEP_BLACK = 45,
|
||||
PLAYER_CREEP_RED = 46,
|
||||
TRINITY_SHIELD = 47,
|
||||
BATTERY = 48,
|
||||
HEART = 49,
|
||||
LASER_IMPACT = 50,
|
||||
HOT_BOMB_FIRE = 51,
|
||||
RED_CANDLE_FLAME = 52,
|
||||
PLAYER_CREEP_GREEN = 53,
|
||||
PLAYER_CREEP_HOLYWATER_TRAIL = 54,
|
||||
SPIKE = 55,
|
||||
CREEP_BROWN = 56,
|
||||
PULLING_EFFECT = 57,
|
||||
POOP_PARTICLE = 58,
|
||||
DUST_CLOUD = 59,
|
||||
BOOMERANG = 60,
|
||||
SHOCKWAVE = 61,
|
||||
ROCK_EXPLOSION = 62,
|
||||
WORM = 63,
|
||||
BEETLE = 64,
|
||||
WISP = 65,
|
||||
EMBER_PARTICLE = 66,
|
||||
SHOCKWAVE_DIRECTIONAL = 67,
|
||||
WALL_BUG = 68,
|
||||
BUTTERFLY = 69,
|
||||
BLOOD_DROP = 70,
|
||||
BRIMSTONE_SWIRL = 71,
|
||||
CRACKWAVE = 72,
|
||||
SHOCKWAVE_RANDOM = 73,
|
||||
ISAACS_CARPET = 74,
|
||||
BAR_PARTICLE = 75,
|
||||
DICE_FLOOR = 76,
|
||||
LARGE_BLOOD_EXPLOSION = 77,
|
||||
PLAYER_CREEP_LEMON_PARTY = 78,
|
||||
TEAR_POOF_SMALL = 79,
|
||||
TEAR_POOF_VERYSMALL = 80,
|
||||
FRIEND_BALL = 81,
|
||||
WOMB_TELEPORT = 82,
|
||||
SPEAR_OF_DESTINY = 83,
|
||||
EVIL_EYE = 84,
|
||||
DIAMOND_PARTICLE = 85,
|
||||
NAIL_PARTICLE = 86,
|
||||
FALLING_EMBER = 87,
|
||||
DARK_BALL_SMOKE_PARTICLE = 88,
|
||||
ULTRA_GREED_FOOTPRINT = 89,
|
||||
PLAYER_CREEP_PUDDLE_MILK = 90,
|
||||
MOMS_HAND = 91,
|
||||
PLAYER_CREEP_BLACKPOWDER = 92,
|
||||
PENTAGRAM_BLACKPOWDER = 93,
|
||||
CREEP_SLIPPERY_BROWN = 94,
|
||||
GOLD_PARTICLE = 95,
|
||||
HUSH_LASER = 96,
|
||||
IMPACT = 97,
|
||||
COIN_PARTICLE = 98,
|
||||
WATER_SPLASH = 99,
|
||||
HUSH_ASHES = 100,
|
||||
HUSH_LASER_UP = 101,
|
||||
BULLET_POOF_HUSH = 102,
|
||||
ULTRA_GREED_BLING = 103,
|
||||
FIREWORKS = 104,
|
||||
BROWN_CLOUD = 105,
|
||||
FART_RING = 106,
|
||||
BLACK_HOLE = 107,
|
||||
MR_ME = 108,
|
||||
DEATH_SKULL = 109,
|
||||
ENEMY_BRIMSTONE_SWIRL = 110,
|
||||
HAEMO_TRAIL = 111,
|
||||
HALLOWED_GROUND = 112,
|
||||
BRIMSTONE_BALL = 113,
|
||||
FORGOTTEN_CHAIN = 114,
|
||||
BROKEN_SHOVEL_SHADOW = 115,
|
||||
DIRT_PATCH = 116,
|
||||
FORGOTTEN_SOUL = 117,
|
||||
SMALL_ROCKET = 118,
|
||||
TIMER = 119,
|
||||
SPAWNER = 120,
|
||||
LIGHT = 121,
|
||||
BIG_HORN_HOLE_HELPER = 122,
|
||||
HALO = 123,
|
||||
TAR_BUBBLE = 124,
|
||||
BIG_HORN_HAND = 125,
|
||||
TECH_DOT = 126,
|
||||
MAMA_MEGA_EXPLOSION = 127,
|
||||
OPTION_LINE = 128,
|
||||
LEECH_EXPLOSION = 130,
|
||||
MAGGOT_EXPLOSION = 131,
|
||||
BIG_SPLASH = 132,
|
||||
WATER_RIPPLE = 133,
|
||||
PEDESTAL_RIPPLE = 134,
|
||||
RAIN_DROP = 135,
|
||||
GRID_ENTITY_PROJECTILE_HELPER = 136,
|
||||
WORMWOOD_HOLE = 137,
|
||||
MIST = 138,
|
||||
TRAPDOOR_COVER = 139,
|
||||
BACKDROP_DECORATION = 140,
|
||||
SMOKE_CLOUD = 141,
|
||||
WHIRLPOOL = 142,
|
||||
FARTWAVE = 143,
|
||||
ENEMY_GHOST = 144,
|
||||
ROCK_POOF = 145,
|
||||
DIRT_PILE = 146,
|
||||
FIRE_JET = 147,
|
||||
FIRE_WAVE = 148,
|
||||
BIG_ROCK_EXPLOSION = 149,
|
||||
BIG_CRACKWAVE = 150,
|
||||
BIG_ATTRACT = 151,
|
||||
HORNFEL_ROOM_CONTROLLER = 152,
|
||||
OCCULT_TARGET = 153,
|
||||
DOOR_OUTLINE = 154,
|
||||
CREEP_SLIPPERY_BROWN_GROWING = 155,
|
||||
TALL_LADDER = 156,
|
||||
WILLO_SPAWNER = 157,
|
||||
TADPOLE = 158,
|
||||
LIL_GHOST = 159,
|
||||
BISHOP_SHIELD = 160,
|
||||
PORTAL_TELEPORT = 161,
|
||||
HERETIC_PENTAGRAM = 162,
|
||||
CHAIN_GIB = 163,
|
||||
SIREN_RING = 164,
|
||||
CHARM_EFFECT = 165,
|
||||
SPRITE_TRAIL = 166,
|
||||
CHAIN_LIGHTNING = 167,
|
||||
COLOSTOMIA_PUDDLE = 168,
|
||||
CREEP_STATIC = 169,
|
||||
DOGMA_DEBRIS = 170,
|
||||
DOGMA_BLACKHOLE = 171,
|
||||
DOGMA_ORB = 172,
|
||||
CRACKED_ORB_POOF = 173,
|
||||
SHOP_SPIKES = 174,
|
||||
KINETI_BEAM = 175,
|
||||
CLEAVER_SLASH = 176,
|
||||
REVERSE_EXPLOSION = 177,
|
||||
URN_OF_SOULS = 178,
|
||||
ENEMY_SOUL = 179,
|
||||
RIFT = 180,
|
||||
LAVA_SPAWNER = 181,
|
||||
BIG_KNIFE = 182,
|
||||
MOTHER_SHOCKWAVE = 183,
|
||||
WORM_FRIEND_SNARE = 184,
|
||||
REDEMPTION = 185,
|
||||
HUNGRY_SOUL = 186,
|
||||
EXPLOSION_WAVE = 187,
|
||||
DIVINE_INTERVENTION = 188,
|
||||
PURGATORY = 189,
|
||||
MOTHER_TRACER = 190,
|
||||
PICKUP_GHOST = 191,
|
||||
FISSURE_SPAWNER = 192,
|
||||
ANIMA_CHAIN = 193,
|
||||
DARK_SNARE = 194,
|
||||
CREEP_LIQUID_POOP = 195,
|
||||
GROUND_GLOW = 196,
|
||||
DEAD_BIRD = 197,
|
||||
GENERIC_TRACER = 198,
|
||||
ULTRA_DEATH_SCYTHE = 199,
|
||||
}
|
||||
|
||||
/** For GridEntityType.GRID_DOOR (16) */
|
||||
declare enum DoorVariant {
|
||||
DOOR_UNSPECIFIED = 0,
|
||||
DOOR_LOCKED = 1,
|
||||
DOOR_LOCKED_DOUBLE = 2,
|
||||
DOOR_LOCKED_CRACKED = 3,
|
||||
DOOR_LOCKED_BARRED = 4,
|
||||
DOOR_LOCKED_KEYFAMILIAR = 5,
|
||||
DOOR_LOCKED_GREED = 6,
|
||||
DOOR_HIDDEN = 7,
|
||||
DOOR_UNLOCKED = 8,
|
||||
}
|
|
@ -1,21 +0,0 @@
|
|||
declare type PtrHash = number & { __ptrHashBrand: unknown };
|
||||
|
||||
declare function Game(this: void): Game;
|
||||
/**
|
||||
* Comparing two API objects directly in mod code will not work, even if the Lua metadata points to
|
||||
* the same pointer in memory. As a workaround, use this function to get a numerical hash of the
|
||||
* object.
|
||||
*
|
||||
* A `PtrHash` object is simply a branded number for better type safety and code clarity.
|
||||
*/
|
||||
declare function GetPtrHash(
|
||||
this: void,
|
||||
pointer: Entity | RoomDescriptor | RoomDescriptorReadOnly,
|
||||
): PtrHash;
|
||||
/** Returns a random integer between 0 and 2^32. */
|
||||
declare function Random(this: void): int;
|
||||
/**
|
||||
* Returns a random vector between (-1, -1) and (1, 1).
|
||||
* Multiply this vector by a number for larger random vectors.
|
||||
*/
|
||||
declare function RandomVector(this: void): Vector;
|
|
@ -1,98 +0,0 @@
|
|||
/// <reference types="lua-types/5.3" />
|
||||
|
||||
/// <reference path="enums.d.ts" />
|
||||
/// <reference path="enumsFlags.d.ts" />
|
||||
/// <reference path="enumsSubTypes.d.ts" />
|
||||
/// <reference path="enumsVariants.d.ts" />
|
||||
/// <reference path="functions.d.ts" />
|
||||
/// <reference path="json.d.ts" />
|
||||
/// <reference path="main.d.ts" />
|
||||
/// <reference path="primitives.d.ts" />
|
||||
/// <reference path="socket.d.ts" />
|
||||
|
||||
/// <reference path="ActiveItemDesc.d.ts" />
|
||||
/// <reference path="BitSet128.d.ts" />
|
||||
/// <reference path="CardConfigList.d.ts" />
|
||||
/// <reference path="Color.d.ts" />
|
||||
/// <reference path="CostumeConfigList.d.ts" />
|
||||
/// <reference path="EffectList.d.ts" />
|
||||
/// <reference path="Entity.d.ts" />
|
||||
/// <reference path="EntityBomb.d.ts" />
|
||||
/// <reference path="EntityEffect.d.ts" />
|
||||
/// <reference path="EntityFamiliar.d.ts" />
|
||||
/// <reference path="EntityKnife.d.ts" />
|
||||
/// <reference path="EntityLaser.d.ts" />
|
||||
/// <reference path="EntityList.d.ts" />
|
||||
/// <reference path="EntityNPC.d.ts" />
|
||||
/// <reference path="EntityPickup.d.ts" />
|
||||
/// <reference path="EntityPlayer.d.ts" />
|
||||
/// <reference path="EntityProjectile.d.ts" />
|
||||
/// <reference path="EntityPtr.d.ts" />
|
||||
/// <reference path="EntityRef.d.ts" />
|
||||
/// <reference path="EntityTear.d.ts" />
|
||||
/// <reference path="Font.d.ts" />
|
||||
/// <reference path="Game.d.ts" />
|
||||
/// <reference path="GridEntity.d.ts" />
|
||||
/// <reference path="GridEntityDesc.d.ts" />
|
||||
/// <reference path="GridEntityDoor.d.ts" />
|
||||
/// <reference path="GridEntityPit.d.ts" />
|
||||
/// <reference path="GridEntityPoop.d.ts" />
|
||||
/// <reference path="GridEntityPressurePlate.d.ts" />
|
||||
/// <reference path="GridEntityRock.d.ts" />
|
||||
/// <reference path="GridEntitySpikes.d.ts" />
|
||||
/// <reference path="GridEntityTNT.d.ts" />
|
||||
/// <reference path="HUD.d.ts" />
|
||||
/// <reference path="Input.d.ts" />
|
||||
/// <reference path="Isaac.d.ts" />
|
||||
/// <reference path="ItemConfig.d.ts" />
|
||||
/// <reference path="ItemConfigCard.d.ts" />
|
||||
/// <reference path="ItemConfigCostume.d.ts" />
|
||||
/// <reference path="ItemConfigItem.d.ts" />
|
||||
/// <reference path="ItemConfigList.d.ts" />
|
||||
/// <reference path="ItemConfigPillEffect.d.ts" />
|
||||
/// <reference path="ItemPool.d.ts" />
|
||||
/// <reference path="KColor.d.ts" />
|
||||
/// <reference path="Level.d.ts" />
|
||||
/// <reference path="Mod.d.ts" />
|
||||
/// <reference path="MusicManager.d.ts" />
|
||||
/// <reference path="PathFinder.d.ts" />
|
||||
/// <reference path="PillConfigList.d.ts" />
|
||||
/// <reference path="PosVel.d.ts" />
|
||||
/// <reference path="ProjectileParams.d.ts" />
|
||||
/// <reference path="QueueItemData.d.ts" />
|
||||
/// <reference path="MultiShotParams.d.ts" />
|
||||
/// <reference path="RNG.d.ts" />
|
||||
/// <reference path="Room.d.ts" />
|
||||
/// <reference path="RoomConfig.d.ts" />
|
||||
/// <reference path="RoomConfigEntry.d.ts" />
|
||||
/// <reference path="RoomConfigSpawn.d.ts" />
|
||||
/// <reference path="RoomDescriptor.d.ts" />
|
||||
/// <reference path="RoomDescriptorReadOnly.d.ts" />
|
||||
/// <reference path="RoomList.d.ts" />
|
||||
/// <reference path="Seeds.d.ts" />
|
||||
/// <reference path="SFXManager.d.ts" />
|
||||
/// <reference path="ShockwaveParams.d.ts" />
|
||||
/// <reference path="SpawnList.d.ts" />
|
||||
/// <reference path="Sprite.d.ts" />
|
||||
/// <reference path="TearParams.d.ts" />
|
||||
/// <reference path="TemporaryEffect.d.ts" />
|
||||
/// <reference path="TemporaryEffects.d.ts" />
|
||||
/// <reference path="Vector.d.ts" />
|
||||
/// <reference path="VectorList.d.ts" />
|
||||
|
||||
/// <reference path="unofficial/enums.d.ts" />
|
||||
/// <reference path="unofficial/enumsGridEntity.d.ts" />
|
||||
/// <reference path="unofficial/enumsGridEntityVariants.d.ts" />
|
||||
/// <reference path="unofficial/enumsState.d.ts" />
|
||||
/// <reference path="unofficial/enumsSubTypes.d.ts" />
|
||||
/// <reference path="unofficial/enumsVariants.d.ts" />
|
||||
/// <reference path="unofficial/enumsXML.d.ts" />
|
||||
|
||||
/// <reference path="mods/EID.d.ts" />
|
||||
/// <reference path="mods/Encyclopedia.d.ts" />
|
||||
/// <reference path="mods/MinimapAPI.d.ts" />
|
||||
/// <reference path="mods/ModConfigMenu.d.ts" />
|
||||
/// <reference path="mods/MusicModCallback.d.ts" />
|
||||
/// <reference path="mods/StageAPI.d.ts" />
|
||||
/// <reference path="mods/StageAPIInterfaces.d.ts" />
|
||||
/// <reference path="mods/StageAPIUnofficial.d.ts" />
|
|
@ -1,12 +0,0 @@
|
|||
// The "json.lua" module exists at:
|
||||
// C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac Rebirth\resources\scripts\json.lua
|
||||
// It is intended to be consumed by mods via:
|
||||
// local json = require("json")
|
||||
// We need to specify the "@noResolution" tstl compiler annotation,
|
||||
// since the "json.lua" file is not supposed to exist inside of end-user mods
|
||||
|
||||
/** @noResolution */
|
||||
declare module "json" {
|
||||
function encode(this: void, data: unknown): string;
|
||||
function decode(this: void, data: string): unknown;
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
// Functions and constants from the "resources/scripts/main.lua" file
|
||||
|
||||
export {};
|
||||
|
||||
/** @noSelf */
|
||||
declare global {
|
||||
function RegisterMod(modName: string, APIVersion: int): Mod;
|
||||
function StartDebug(): void;
|
||||
|
||||
const REPENTANCE: boolean | undefined;
|
||||
}
|
|
@ -1,487 +0,0 @@
|
|||
declare const EID: EIDInterface | undefined;
|
||||
|
||||
declare interface EIDDescriptionObject {
|
||||
Description: string;
|
||||
ID: int;
|
||||
ItemType: int;
|
||||
ItemVariant: int;
|
||||
Name: string;
|
||||
RealID: int;
|
||||
Transformation: string;
|
||||
fullItemString: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param LeftOffset Defaults to -1.
|
||||
* @param TopOffset Defaults to 0.
|
||||
* @param SpriteObject Defaults to `EID.InlineIconSprite`.
|
||||
*/
|
||||
declare type EIDInlineIcon = [
|
||||
AnimationName: string,
|
||||
Frame: int,
|
||||
Width: int,
|
||||
Height: int,
|
||||
LeftOffset?: int,
|
||||
TopOffset?: int,
|
||||
SpriteObject?: Sprite,
|
||||
];
|
||||
|
||||
declare type EIDTransformationTargetType =
|
||||
| "collectible"
|
||||
| "trinket"
|
||||
| "card"
|
||||
| "pill"
|
||||
| "entity";
|
||||
|
||||
declare interface EIDInterface {
|
||||
/** Gets the size of the screen. */
|
||||
GetScreenSize(): Vector;
|
||||
|
||||
/** Adds a character specific description for the item "Birthright". */
|
||||
addBirthright(
|
||||
characterId: int,
|
||||
description: string,
|
||||
playerName?: string,
|
||||
language?: string,
|
||||
): void;
|
||||
|
||||
/** Adds a description for a card/rune. */
|
||||
addCard(
|
||||
id: int,
|
||||
description: string,
|
||||
itemName?: string,
|
||||
language?: string,
|
||||
): void;
|
||||
|
||||
/** Adds a description for a collectible. */
|
||||
addCollectible(
|
||||
id: int,
|
||||
description: string,
|
||||
itemName?: string,
|
||||
language?: string,
|
||||
): void;
|
||||
|
||||
/**
|
||||
* Adds a new color object with the shortcut defined in the "shortcut" variable
|
||||
* (e.g. "{{shortcut}}" = your color).
|
||||
*
|
||||
* Shortcuts are case-sensitive! Shortcuts can be overridden with this function to allow for full
|
||||
* control over everything.
|
||||
*
|
||||
* Define a callback to let it be called when interpreting the color-markup. Define a `KColor`
|
||||
* otherwise for a simple color change.
|
||||
*/
|
||||
addColor(
|
||||
shortcut: string,
|
||||
kColor: KColor,
|
||||
callback?: (color: KColor) => KColor,
|
||||
): void;
|
||||
|
||||
/**
|
||||
* Adds Description object modifiers.
|
||||
* Used for altering descriptions. Examples: Spindown dice, Tarot Cloth, etc.
|
||||
*
|
||||
* @param condition A function that returns `true` if `callback` should be called on the given
|
||||
* description string.
|
||||
* @param callback A function that returns a modified version of the given description string.
|
||||
*/
|
||||
addDescriptionModifier(
|
||||
modifierName: string,
|
||||
condition: (testDescription: string) => boolean,
|
||||
callback: (oldDescription: string) => string,
|
||||
): void;
|
||||
|
||||
/**
|
||||
* Adds a description for an entity.
|
||||
*
|
||||
* When subtype is -1 or undefined, it will affect all subtypes of that entity.
|
||||
*/
|
||||
addEntity(
|
||||
id: int,
|
||||
variant: int,
|
||||
subtype: int | undefined,
|
||||
entityName: string,
|
||||
description: string,
|
||||
language?: string,
|
||||
): void;
|
||||
|
||||
/**
|
||||
* Adds a new icon object with the shortcut defined in the "shortcut" variable
|
||||
* (e.g. "{{shortcut}}" = your icon).
|
||||
*
|
||||
* Shortcuts are case-sensitive! Shortcuts can be overridden with this function to allow for full
|
||||
* control over everything.
|
||||
*
|
||||
* Setting "animationFrame" to -1 will play the animation. The spriteObject needs to be of class
|
||||
* Sprite() and have an .anm2 loaded to do this.
|
||||
*
|
||||
* @param leftOffset Defaults to -1.
|
||||
* @param topOffset Defaults to 0.
|
||||
*/
|
||||
addIcon(
|
||||
shortcut: string,
|
||||
animationName: string,
|
||||
animationFrame: int,
|
||||
width: int,
|
||||
height: int,
|
||||
leftOffset: float | undefined,
|
||||
topOffset: float | undefined,
|
||||
spriteObject: Sprite,
|
||||
): void;
|
||||
|
||||
/** Adds a description for a pilleffect id. */
|
||||
addPill(
|
||||
id: int,
|
||||
description: string,
|
||||
itemName?: string,
|
||||
language?: string,
|
||||
): void;
|
||||
|
||||
/**
|
||||
* Adds a text position modifier `Vector`, which will be applied to the text position variable.
|
||||
*
|
||||
* Useful to add small offsets. For example: for schoolbag HUD.
|
||||
*/
|
||||
addTextPosModifier(identifier: string, modifierVector: Vector): void;
|
||||
|
||||
/** Adds a description for a trinket. */
|
||||
addTrinket(
|
||||
id: int,
|
||||
description: string,
|
||||
itemName?: string,
|
||||
language?: string,
|
||||
): void;
|
||||
|
||||
/**
|
||||
* Changes the initial position of all EID descriptions.
|
||||
*
|
||||
* Useful to totally alter and override the current initial overlay position.
|
||||
*/
|
||||
alterTextPos(newPosVector: Vector): void;
|
||||
|
||||
/** Appends a given string to the description of a given `EIDDescriptionObj`. */
|
||||
appendToDescription(
|
||||
descObj: EIDDescriptionObject,
|
||||
appendString: string,
|
||||
): void;
|
||||
|
||||
/** Compares two KColors. Returns true if they are equal. */
|
||||
areColorsEqual(c1: KColor, c2: KColor): boolean;
|
||||
|
||||
/**
|
||||
* Assigns transformations to an entity (Adds to existing transformations).
|
||||
*
|
||||
* When type = entity, targetIdentifier must be in the format "ID.Variant.subtype".
|
||||
* For any other type, it can just be the id.
|
||||
*
|
||||
* EXAMPLE: `EID.assignTransformation("collectible", 1, "My Transformation")`.
|
||||
*/
|
||||
assignTransformation(
|
||||
targetType: EIDTransformationTargetType,
|
||||
targetIdentifier: string | int,
|
||||
transformationString: string,
|
||||
): void;
|
||||
|
||||
/** Creates a copy of a `KColor` object. This prevents overwriting existing `KColor` objects. */
|
||||
copyKColor(colorObj: KColor): KColor;
|
||||
|
||||
/**
|
||||
* Tries to read special markup used to generate icons for all collectibles/trinkets and the
|
||||
* default cards/pills.
|
||||
*
|
||||
* @returns An `EIDInlineIcon` Object or `undefined` if no parsing was possible.
|
||||
*/
|
||||
createItemIconObject(str: string): EIDInlineIcon | undefined;
|
||||
|
||||
/** Creates a new transformation. */
|
||||
createTransformation(
|
||||
uniqueName: string,
|
||||
displayName: string,
|
||||
language?: string,
|
||||
): void;
|
||||
|
||||
/**
|
||||
* Overrides all potentially displayed texts and permanently displays the given texts. Can be
|
||||
* turned off again using
|
||||
* {@link EID.hidePermanentText EID:hidePermanentText()}.
|
||||
*/
|
||||
displayPermanentText(descriptionObject: EIDDescriptionObject): void;
|
||||
|
||||
/**
|
||||
* Filters a given string and looks for `KColor` markup.
|
||||
* Splits the text into subsections limited by them.
|
||||
*
|
||||
* @returns An array of tables containing subsections of the text, their respective `KColor`,
|
||||
* and the width of the subsection.
|
||||
*/
|
||||
filterColorMarkup(
|
||||
text: string,
|
||||
baseKColor: KColor,
|
||||
): Array<[string, KColor, int]>;
|
||||
|
||||
/**
|
||||
* Searches through the given string and replaces Icon placeholders with icons.
|
||||
* Returns 2 values:
|
||||
*
|
||||
* - The string without the placeholders but with an accurate space between lines.
|
||||
* - An array of tables containing each Inline Sprite and the preceding text width.
|
||||
*/
|
||||
filterIconMarkup(
|
||||
text: string,
|
||||
textPosX?: int,
|
||||
textPosY?: int,
|
||||
): LuaMultiReturn<[string, Array<[EIDInlineIcon, int]>]>;
|
||||
|
||||
/**
|
||||
* Fits a given string to a specific width.
|
||||
*
|
||||
* @returns The string as a table of lines.
|
||||
*/
|
||||
fitTextToWidth(str: string, textboxWidth: number): string[];
|
||||
|
||||
/**
|
||||
* Generates a string with the defined pixel-length using a custom 1px wide character.
|
||||
*
|
||||
* This will only work for EID's specific custom font.
|
||||
*/
|
||||
generatePlaceholderString(length: int): string;
|
||||
|
||||
/** Returns an adjusted SubType id for special cases like Horse Pills and Golden Trinkets. */
|
||||
getAdjustedSubtype(Type: int, Variant: int, SubType: int): int;
|
||||
|
||||
/**
|
||||
* Gets a `KColor` from a Markup-string (example Input: `"{{ColorText}}"`).
|
||||
*
|
||||
* @returns The `KColor` object and a `boolean` value indicating if the given string was a color
|
||||
* markup or not.
|
||||
*/
|
||||
getColor(str: string, baseKColor: KColor): LuaMultiReturn<[KColor, boolean]>;
|
||||
|
||||
/**
|
||||
* Returns the description data table in the current language related to a given id, variant and
|
||||
* subtype.
|
||||
*
|
||||
* Falls back to English if it doesn't exist.
|
||||
*/
|
||||
getDescriptionData(
|
||||
Type: int,
|
||||
Variant: int,
|
||||
SubType: int,
|
||||
): EIDDescriptionObject;
|
||||
|
||||
/**
|
||||
* Returns the specified object table in the current language.
|
||||
*
|
||||
* Falls back to English if it doesn't exist.
|
||||
*/
|
||||
getDescriptionEntry(objTable: string, objID?: string): EIDDescriptionObject;
|
||||
|
||||
/**
|
||||
* Returns the description object of the specified entity.
|
||||
*
|
||||
* Falls back to English if the objID isn't available.
|
||||
*/
|
||||
getDescriptionObj(
|
||||
Type: int,
|
||||
Variant: int,
|
||||
SubType: int,
|
||||
): EIDDescriptionObject;
|
||||
|
||||
/** Get `KColor` object of "Error" texts. */
|
||||
getErrorColor(): KColor;
|
||||
|
||||
/** Turns entity type names into actual in-game ID.Variant pairs. */
|
||||
getIDVariantString(typeName: string): string;
|
||||
|
||||
/**
|
||||
* Returns the `EIDInlineIcon` object of a given icon string.
|
||||
*
|
||||
* Can be used to validate an icon string.
|
||||
*/
|
||||
getIcon(str: string): EIDInlineIcon;
|
||||
|
||||
/**
|
||||
* Returns the entity that is currently described. Returns last described entity if currently not
|
||||
* displaying text.
|
||||
*/
|
||||
getLastDescribedEntity(): Entity;
|
||||
|
||||
/**
|
||||
* Fetches description table from the legacy mod descriptions if they exist.
|
||||
*
|
||||
* @returns ["", "", description], ["", name, description],
|
||||
* or `undefined` (if there is no legacy description).
|
||||
*/
|
||||
getLegacyModDescription(
|
||||
Type: int,
|
||||
Variant: int,
|
||||
SubType: int,
|
||||
): ["", "", string] | ["", string, string] | undefined;
|
||||
|
||||
/** Get `KColor` object of "Entity Name" texts. */
|
||||
getNameColor(): KColor;
|
||||
|
||||
/** Tries to get the in-game name of an item based on its ID. */
|
||||
getObjectName(Type: int, Variant: int, SubType: int): string;
|
||||
|
||||
/** Converts a given CollectibleID into the respective Spindown dice result. */
|
||||
getSpindownResult(collectibleID: int): int;
|
||||
|
||||
/** Returns the width of a given string in pixels */
|
||||
getStrWidth(str: string): int;
|
||||
|
||||
/** Turns entity type and variants into their EID table-name. */
|
||||
getTableName(Type: int, Variant: int, SubType: int): string;
|
||||
|
||||
/** Get `KColor` object of "Description" texts. */
|
||||
getTextColor(): KColor;
|
||||
|
||||
/** Returns the current text position. */
|
||||
getTextPosition(): Vector;
|
||||
|
||||
/**
|
||||
* Gets the transformation uniqueName / ID of a given entity.
|
||||
*
|
||||
* Example: `EID:getTransformation(5,100,34)` will return `"12"` which is the id for Bookworm.
|
||||
*/
|
||||
getTransformation(Type: int, Variant: int, SubType: int): string;
|
||||
|
||||
/** Get `KColor` object of "Transformation" texts. */
|
||||
getTransformationColor(): KColor;
|
||||
|
||||
/** Returns the icon for a given transformation name or ID. */
|
||||
getTransformationIcon(str: string): EIDInlineIcon;
|
||||
|
||||
/**
|
||||
* Gets the name of the given transformation by its uniqueName / ID.
|
||||
*
|
||||
* (Note: this function might be broken)
|
||||
*/
|
||||
getTransformationName(id: string): string;
|
||||
|
||||
/**
|
||||
* Tries to get the in-game description of an object, based on their description in the XML files.
|
||||
*
|
||||
* @returns `"(No Description available)"` if it cannot find the given object's description.
|
||||
*/
|
||||
getXMLDescription(
|
||||
Type: int,
|
||||
Variant: int,
|
||||
SubType: int,
|
||||
): string | "(no description available)";
|
||||
|
||||
/**
|
||||
* Returns the icon used for the bullet-point. It will look at the first word in the given string.
|
||||
*/
|
||||
handleBulletpointIcon(text: string): EIDInlineIcon;
|
||||
|
||||
/** Returns `true`, if curse of blind is active. */
|
||||
hasCurseBlind(): boolean;
|
||||
|
||||
/** Check if an entity is part of the describable entities. */
|
||||
hasDescription(entity: Entity): boolean;
|
||||
|
||||
/** Hides permanently displayed text objects if they exist. */
|
||||
hidePermanentText(): void;
|
||||
|
||||
/** Interpolates between 2 KColors with a given fraction. */
|
||||
interpolateColors(kColor1: KColor, kColor2: KColor, fraction: number): KColor;
|
||||
|
||||
/** Returns if EID is displaying text right now. */
|
||||
isDisplayingText(): boolean;
|
||||
|
||||
/** Loads a given font from a given file path and use it to render text. */
|
||||
loadFont(fontFileName: string): boolean;
|
||||
|
||||
/**
|
||||
* Removes a Description object modifier.
|
||||
* Used for altering descriptions. Examples: Spindown dice, Tarot Cloth, etc.
|
||||
*/
|
||||
removeDescriptionModifier(modifierName: string): void;
|
||||
|
||||
/**
|
||||
* Removes a given value from the string inside a table.
|
||||
* Example: `"1,2,3"`, removing `2` will return `"1,3"`.
|
||||
*/
|
||||
removeEntryFromString(
|
||||
sourceTable: LuaTable<string | number, string> | string[],
|
||||
entryKey: string | number,
|
||||
entryValue: string,
|
||||
): void;
|
||||
|
||||
/**
|
||||
* Removes a text position modifier `Vector`.
|
||||
*
|
||||
* Useful to remove small offsets. For example: for schoolbag HUD.
|
||||
*/
|
||||
removeTextPosModifier(identifier: string): void;
|
||||
|
||||
/**
|
||||
* Removes a transformation from an entity.
|
||||
*
|
||||
* When type = entity, targetIdentifier must be in the format "ID.Variant.subtype".
|
||||
* For any other type, it can just be the id.
|
||||
*
|
||||
* EXAMPLE: `EID.removeTransformation("collectible", 1, "My Transformation")`.
|
||||
*/
|
||||
removeTransformation(
|
||||
targetType: EIDTransformationTargetType,
|
||||
targetIdentifier: string | int,
|
||||
transformationString: string,
|
||||
): void;
|
||||
|
||||
/** Helper function to render Icons in specific EID settings. */
|
||||
renderIcon(spriteObj: Sprite, posX: int, posY: int): void;
|
||||
|
||||
/**
|
||||
* Renders a list of given inline sprite objects returned by the
|
||||
* {@link EID.filterIconMarkup EID:filterIconMarkup()} function.
|
||||
*
|
||||
* Table entry format: {`EIDInlineIcon` Object, Width of text preceding the icon}.
|
||||
*/
|
||||
renderInlineIcons(
|
||||
spriteTable: Array<[EIDInlineIcon, int]>,
|
||||
posX: int,
|
||||
posY: int,
|
||||
): void;
|
||||
|
||||
/**
|
||||
* Renders a given string using the EID custom font.
|
||||
* This will also apply any markup and render icons.
|
||||
*
|
||||
* Needs to be called in a render callback.
|
||||
*
|
||||
* @returns The last used `KColor`.
|
||||
*/
|
||||
renderString(
|
||||
str: string,
|
||||
position: Vector,
|
||||
scale: Vector,
|
||||
kColor: KColor,
|
||||
): KColor;
|
||||
|
||||
/** Replaces shorthand-representations of a character with the internal reference. */
|
||||
replaceShortMarkupStrings(text: string): string;
|
||||
|
||||
/**
|
||||
* Converts a given table into a string containing the crafting icons of the table.
|
||||
*
|
||||
* Example input: `{1,2,3,4,5,6,7,8}`.
|
||||
*
|
||||
* Result: `"{{Crafting8}}{{Crafting7}}{{Crafting6}}{{Crafting5}}{{Crafting4}}{{Crafting3}}{{Crafting2}}{{Crafting1}}"`.
|
||||
*
|
||||
* Prefer {@link EID.tableToCraftingIconsMerged tableToCraftingIconsMerged()},
|
||||
* due to improved render performance.
|
||||
*/
|
||||
tableToCraftingIconsFull(craftTable: int[]): string;
|
||||
|
||||
/**
|
||||
* Converts a given table into a string containing the crafting icons of the table,
|
||||
* which are also grouped to reduce render lag.
|
||||
*
|
||||
* Example input: `{1,1,1,2,2,3,3,3}`.
|
||||
*
|
||||
* Result: `"3{{Crafting3}}2{{Crafting2}}3{{Crafting1}}"`.
|
||||
*/
|
||||
tableToCraftingIconsMerged(craftTable: int[]): string;
|
||||
}
|
|
@ -1,154 +0,0 @@
|
|||
declare const Encyclopedia: EncyclopediaInterface | undefined;
|
||||
|
||||
declare interface EncyclopediaInterface {
|
||||
AddCharacter(args: {
|
||||
CompletionTrackerFuncs: [() => EncyclopediaItemVars[]];
|
||||
ID: PlayerType;
|
||||
ModName: string;
|
||||
Name: string;
|
||||
}): void;
|
||||
|
||||
AddCharacterTainted(args: {
|
||||
CompletionTrackerFuncs: [() => EncyclopediaItemVars[]];
|
||||
Description: string;
|
||||
ID: PlayerType;
|
||||
ModName: string;
|
||||
Name: string;
|
||||
UnlockFunc: (args: EncyclopediaItemVars) => EncyclopediaItemVars;
|
||||
}): void;
|
||||
|
||||
AddItem(itemTab: {
|
||||
ActiveCharge: number | undefined;
|
||||
Class: string | undefined;
|
||||
CloseFunc: (vars: EncyclopediaItemVars) => void;
|
||||
Desc: string | undefined;
|
||||
Hide: boolean | undefined;
|
||||
ID: number;
|
||||
ModName: string | undefined;
|
||||
Name: string | undefined;
|
||||
Pools: EncyclopediaItemPools;
|
||||
Sprite: Sprite;
|
||||
StatusFunc: (vars: EncyclopediaItemVars) => EncyclopediaItemVars;
|
||||
UnlockFunc: (vars: EncyclopediaItemVars) => EncyclopediaItemVars;
|
||||
WikiDesc: WikiDescription | undefined;
|
||||
}): void;
|
||||
|
||||
AddItemPoolSprite(id: number, sprite: Sprite): void;
|
||||
|
||||
AddPocketItem(
|
||||
itemTab: {
|
||||
Class: string | undefined;
|
||||
Desc: string | undefined;
|
||||
Hide: boolean | undefined;
|
||||
ID: number;
|
||||
ModName: string | undefined;
|
||||
Name: string | undefined;
|
||||
Sprite: Sprite | undefined;
|
||||
StatusClose: ((vars: EncyclopediaItemVars) => void) | undefined;
|
||||
StatusFunc:
|
||||
| ((vars: EncyclopediaItemVars) => EncyclopediaItemVars)
|
||||
| undefined;
|
||||
UnlockFunc:
|
||||
| ((vars: EncyclopediaItemVars) => EncyclopediaItemVars | void)
|
||||
| undefined;
|
||||
WikiDesc: WikiDescription | undefined;
|
||||
},
|
||||
eType: string,
|
||||
): void;
|
||||
|
||||
AddRune(itemTab: {
|
||||
Class: string;
|
||||
Desc: string | undefined;
|
||||
ID: number;
|
||||
ModName: string | undefined;
|
||||
Name: string | undefined;
|
||||
RuneType: number;
|
||||
Sprite: Sprite | undefined;
|
||||
StatusClose: (vars: EncyclopediaItemVars) => void;
|
||||
StatusFunc: (vars: EncyclopediaItemVars) => EncyclopediaItemVars;
|
||||
UnlockFunc:
|
||||
| ((vars: EncyclopediaItemVars) => EncyclopediaItemVars | void)
|
||||
| undefined;
|
||||
WikiDesc: WikiDescription | undefined;
|
||||
}): void;
|
||||
|
||||
AddTrinket(itemTab: {
|
||||
Class: string | undefined;
|
||||
Desc: string | undefined;
|
||||
Hide: boolean | undefined;
|
||||
ID: number;
|
||||
ModName: string | undefined;
|
||||
Name: string | undefined;
|
||||
Sprite: Sprite | undefined;
|
||||
StatusClose: ((vars: EncyclopediaItemVars) => void) | undefined;
|
||||
StatusFunc:
|
||||
| ((vars: EncyclopediaItemVars) => EncyclopediaItemVars)
|
||||
| undefined;
|
||||
UnlockFunc:
|
||||
| ((vars: EncyclopediaItemVars) => EncyclopediaItemVars | void)
|
||||
| undefined;
|
||||
WikiDesc: WikiDescription | undefined;
|
||||
}): void;
|
||||
|
||||
EIDtoWiki(desc: string, title?: string): void;
|
||||
|
||||
GetItemPoolIdByName(name: string): number;
|
||||
|
||||
RegisterSprite(
|
||||
gfxRoot: string,
|
||||
anmToPlay: string,
|
||||
anmFrame: number,
|
||||
newSprite: string,
|
||||
layer: number,
|
||||
): Sprite;
|
||||
ItemPools: EncyclopediaItemPools;
|
||||
}
|
||||
|
||||
/**
|
||||
* Contains Encyclopedia's custom item pool system.
|
||||
* It uses custom item pools in order to allow better compatibility with modded pools.
|
||||
* The same as the ItemPoolType enum, but every pool is 1 value higher,
|
||||
* "to handle table indices better".
|
||||
*/
|
||||
declare type EncyclopediaItemPools = Record<string, number>;
|
||||
|
||||
/**
|
||||
* A description for an item. Each object in the array is a category,
|
||||
* containing a header and as many paragraphs as are needed.
|
||||
*/
|
||||
declare type WikiDescription = [
|
||||
{
|
||||
header: {
|
||||
clr: number | undefined;
|
||||
fSize: number | undefined;
|
||||
hAlign: number | undefined;
|
||||
str: string;
|
||||
};
|
||||
paragraphs: [
|
||||
{
|
||||
str: string;
|
||||
},
|
||||
];
|
||||
},
|
||||
];
|
||||
|
||||
/**
|
||||
* Encyclopedia's 'General Item Variables' object. Used to store data about an item.
|
||||
*/
|
||||
declare interface EncyclopediaItemVars {
|
||||
CloseFunc(vars: EncyclopediaItemVars): void;
|
||||
StatusFunc(vars: EncyclopediaItemVars): EncyclopediaItemVars;
|
||||
|
||||
AllIndex: number | undefined;
|
||||
AllIntIndex: number;
|
||||
Class: string;
|
||||
Desc: string | undefined;
|
||||
Index: number | undefined;
|
||||
ItemID: number;
|
||||
Name: string | undefined;
|
||||
Pools: EncyclopediaItemPools | undefined;
|
||||
Spr: Sprite;
|
||||
Title: string | undefined;
|
||||
WikiDesc: WikiDescription | undefined;
|
||||
typeString: string;
|
||||
}
|
|
@ -1,10 +0,0 @@
|
|||
// This is a global exposed as part of ModConfigMenu
|
||||
|
||||
declare const InputHelper: InputHelperInterface | undefined;
|
||||
|
||||
declare interface InputHelperInterface {
|
||||
KeyboardPressed(this: void, key: Keyboard, controllerIndex: int): boolean;
|
||||
|
||||
ControllerToString: LuaTable<Keyboard, string | undefined>;
|
||||
KeyboardToString: LuaTable<Keyboard, string | undefined>;
|
||||
}
|
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Reference in New Issue