isaacscript-common 15.0.1 → 15.0.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.d.ts +114 -11
- package/dist/isaacscript-common.lua +2 -2
- package/dist/src/classes/callbacks/PostPlayerInitFirst.lua +1 -1
- package/dist/src/classes/features/other/CustomStages.d.ts +5 -2
- package/dist/src/classes/features/other/CustomStages.d.ts.map +1 -1
- package/dist/src/classes/features/other/CustomTrapdoors.d.ts +4 -0
- package/dist/src/classes/features/other/CustomTrapdoors.d.ts.map +1 -1
- package/dist/src/classes/features/other/DebugDisplay.d.ts +99 -9
- package/dist/src/classes/features/other/DebugDisplay.d.ts.map +1 -1
- package/dist/src/classes/features/other/DeployJSONRoom.d.ts +2 -0
- package/dist/src/classes/features/other/DeployJSONRoom.d.ts.map +1 -1
- package/dist/src/classes/features/other/DisableAllSound.d.ts +4 -0
- package/dist/src/classes/features/other/DisableAllSound.d.ts.map +1 -1
- package/package.json +1 -1
- package/src/classes/callbacks/PostPlayerInitFirst.ts +1 -1
- package/src/classes/features/other/CustomStages.ts +5 -2
- package/src/classes/features/other/CustomTrapdoors.ts +4 -0
- package/src/classes/features/other/DebugDisplay.ts +99 -9
- package/src/classes/features/other/DeployJSONRoom.ts +2 -0
- package/src/classes/features/other/DisableAllSound.ts +4 -0
- package/src/classes/features/other/DisableInputs.ts +2 -0
package/dist/index.d.ts
CHANGED
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@@ -1869,8 +1869,9 @@ declare class CustomStages extends Feature {
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* Helper function to warp to a custom stage/level.
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*
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* Custom stages/levels must first be defined in the "tsconfig.json" file. See the documentation
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-
* for
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*
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+
* for more details: https://isaacscript.github.io/main/custom-stages/
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
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*
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* @param name The name of the custom stage, corresponding to what is in the "tsconfig.json" file.
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* @param firstFloor Optional. Whether to go to the first floor or the second floor. For example,
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@@ -1885,6 +1886,8 @@ declare class CustomStages extends Feature {
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/**
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* Helper function to disable the custom stage. This is typically called before taking the player
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* to a vanilla floor.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
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*/
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disableCustomStage(): void;
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}
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@@ -2377,6 +2380,8 @@ declare class CustomTrapdoors extends Feature {
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* Registration is needed so that custom trapdoors can be serializable when the player saves and
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* quits.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
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*
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* @param destinationName The integer that identifies the type of custom trapdoor. It should
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* correspond to a local `CustomTrapdoorType` enum in your mod. The integer
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* can be any unique value and can safely overlap with values chosen by
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@@ -2400,6 +2405,8 @@ declare class CustomTrapdoors extends Feature {
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* Under the hood, the custom trapdoor is represented by a decoration grid entity and is manually
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* respawned every time the player re-enters the room.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
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*
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* @param gridIndexOrPosition The location in the room to spawn the trapdoor.
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* @param destinationName Optional. A string representing the name of the of destination that the
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* custom trapdoor will take the player to. Default is undefined, which
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@@ -2449,166 +2456,256 @@ declare class DebugDisplay extends Feature {
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* If the "togglePlayerDisplay" function is called, text will be drawn on the screen next to each
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* player. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setPlayerDisplay(textCallback: (player: EntityPlayer) => string): void;
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/**
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* If the "toggleTearDisplay" function is called, text will be drawn on the screen next to each
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* tear. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setTearDisplay(textCallback: (tear: EntityTear) => string): void;
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/**
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* If the "toggleFamiliarDisplay" function is called, text will be drawn on the screen next to
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* each familiar. Use this function to specify a callback function that returns the string that
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* should be drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setFamiliarDisplay(textCallback: (familiar: EntityFamiliar) => string): void;
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/**
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* If the "toggleBombDisplay" function is called, text will be drawn on the screen next to each
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* bomb. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setBombDisplay(textCallback: (bomb: EntityBomb) => string): void;
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/**
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* If the "togglePickupDisplay" function is called, text will be drawn on the screen next to each
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* pickup. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setPickupDisplay(textCallback: (pickup: EntityPickup) => string): void;
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/**
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* If the "toggleSlotDisplay" function is called, text will be drawn on the screen next to each
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* slot. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setSlotDisplay(textCallback: (slot: Entity) => string): void;
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/**
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* If the "toggleLaserDisplay" function is called, text will be drawn on the screen next to each
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* laser. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setLaserDisplay(textCallback: (laser: EntityLaser) => string): void;
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/**
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* If the "toggleKnifeDisplay" function is called, text will be drawn on the screen next to each
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* knife. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setKnifeDisplay(textCallback: (knife: EntityKnife) => string): void;
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/**
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* If the "toggleProjectileDisplay" function is called, text will be drawn on the screen next to
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* each projectile. Use this function to specify a callback function that returns the string that
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* should be drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setProjectileDisplay(textCallback: (projectile: EntityProjectile) => string): void;
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/**
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* If the "extra console commands" feature is specified, the "effectDisplay" console command will
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* draw text on the screen next to each effect. Use this function to specify a callback function
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* that returns the string that should be drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setEffectDisplay(textCallback: (effect: EntityEffect) => string): void;
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/**
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* If the "toggleNPCDisplay" function is called, text will be drawn on the screen next to each
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* NPC. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setNPCDisplay(textCallback: (npc: EntityNPC) => string): void;
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/**
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* If the "toggleRockDisplay" function is called, text will be drawn on the screen next to each
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* rock. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setRockDisplay(textCallback: (rock: GridEntityRock) => string): void;
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/**
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* If the "togglePitDisplay" function is called, text will be drawn on the screen next to each
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* pit. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setPitDisplay(textCallback: (pit: GridEntityPit) => string): void;
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/**
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* If the "toggleSpikesDisplay" function is called, text will be drawn on the screen next to each
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* spikes. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setSpikesDisplay(textCallback: (spikes: GridEntitySpikes) => string): void;
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/**
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* If the "toggleTNTDisplay" function is called, text will be drawn on the screen next to each
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* TNT. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setTNTDisplay(textCallback: (tnt: GridEntityTNT) => string): void;
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/**
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* If the "togglePoopDisplay" function is called, text will be drawn on the screen next to each
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* poop. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setPoopDisplay(textCallback: (poop: GridEntityPoop) => string): void;
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/**
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* If the "toggleDoorDisplay" function is called, text will be drawn on the screen next to each
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* door. Use this function to specify a callback function that returns the string that should be
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* drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setDoorDisplay(textCallback: (door: GridEntityDoor) => string): void;
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/**
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* If the "togglePressurePlateDisplay" function is called, text will be drawn on the screen next
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* to each pressure plate. Use this function to specify a callback function that returns the
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* string that should be drawn.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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setPressurePlateDisplay(textCallback: (pressurePlate: GridEntityPressurePlate) => string): void;
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private toggleFeature;
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/**
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* Toggles the debug display for players, which will draw text on the screen next to each player.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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togglePlayerDisplay(): void;
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-
/**
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/**
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* Toggles the debug display for tears, which will draw text on the screen next to each tear.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleTearDisplay(): void;
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/**
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* Toggles the debug display for familiars, which will draw text on the screen next to each
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* familiar.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleFamiliarDisplay(): void;
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-
/**
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/**
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* Toggles the debug display for bombs, which will draw text on the screen next to each bomb.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleBombDisplay(): void;
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/**
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* Toggles the debug display for pickups, which will draw text on the screen next to each pickup.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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togglePickupDisplay(): void;
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-
/**
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/**
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* Toggles the debug display for slots, which will draw text on the screen next to each slot.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleSlotDisplay(): void;
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/**
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* Toggles the debug display for lasers, which will draw text on the screen next to each laser.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleLaserDisplay(): void;
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/**
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* Toggles the debug display for knives, which will draw text on the screen next to each knife.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleKnifeDisplay(): void;
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/**
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* Toggles the debug display for projectiles, which will draw text on the screen next to each
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* projectile.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleProjectileDisplay(): void;
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/**
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* Toggles the debug display for effects, which will draw text on the screen next to each effect.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleEffectDisplay(): void;
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-
/**
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/**
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* Toggles the debug display for NPCs, which will draw text on the screen next to each NPC.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleNPCDisplay(): void;
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-
/**
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+
/**
|
|
2669
|
+
* Toggles the debug display for rocks, which will draw text on the screen next to each rock.
|
|
2670
|
+
*
|
|
2671
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
2672
|
+
*/
|
|
2596
2673
|
toggleRockDisplay(): void;
|
|
2597
|
-
/**
|
|
2674
|
+
/**
|
|
2675
|
+
* Toggles the debug display for pits, which will draw text on the screen next to each pit.
|
|
2676
|
+
*
|
|
2677
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
2678
|
+
*/
|
|
2598
2679
|
togglePitDisplay(): void;
|
|
2599
2680
|
/**
|
|
2600
2681
|
* Toggles the debug display for spikes, which will draw text on the screen next to each spike.
|
|
2682
|
+
*
|
|
2683
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
2601
2684
|
*/
|
|
2602
2685
|
toggleSpikesDisplay(): void;
|
|
2603
|
-
/**
|
|
2686
|
+
/**
|
|
2687
|
+
* Toggles the debug display for TNT, which will draw text on the screen next to each TNT.
|
|
2688
|
+
*
|
|
2689
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
2690
|
+
*/
|
|
2604
2691
|
toggleTNTDisplay(): void;
|
|
2605
|
-
/**
|
|
2692
|
+
/**
|
|
2693
|
+
* Toggles the debug display for poops, which will draw text on the screen next to each poop.
|
|
2694
|
+
*
|
|
2695
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
2696
|
+
*/
|
|
2606
2697
|
togglePoopDisplay(): void;
|
|
2607
|
-
/**
|
|
2698
|
+
/**
|
|
2699
|
+
* Toggles the debug display for doors, which will draw text on the screen next to each door.
|
|
2700
|
+
*
|
|
2701
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
2702
|
+
*/
|
|
2608
2703
|
toggleDoorDisplay(): void;
|
|
2609
2704
|
/**
|
|
2610
2705
|
* Toggles the debug display for pressure plates, which will draw text on the screen next to each
|
|
2611
2706
|
* pressure plate.
|
|
2707
|
+
*
|
|
2708
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
2612
2709
|
*/
|
|
2613
2710
|
togglePressurePlateDisplay(): void;
|
|
2614
2711
|
}
|
|
@@ -2844,6 +2941,8 @@ declare class DeployJSONRoom extends Feature {
|
|
|
2844
2941
|
* }
|
|
2845
2942
|
* ```
|
|
2846
2943
|
*
|
|
2944
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEPLOY_JSON_ROOM`.
|
|
2945
|
+
*
|
|
2847
2946
|
* @param jsonRoom The JSON room to deploy.
|
|
2848
2947
|
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
|
|
2849
2948
|
* the `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
@@ -2907,6 +3006,8 @@ declare class DisableAllSound extends Feature {
|
|
|
2907
3006
|
*
|
|
2908
3007
|
* Use this function to set things back to normal after having used `disableAllSounds`.
|
|
2909
3008
|
*
|
|
3009
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
|
|
3010
|
+
*
|
|
2910
3011
|
* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
|
|
2911
3012
|
* that multiple mod features can work in tandem.
|
|
2912
3013
|
*/
|
|
@@ -2916,6 +3017,8 @@ declare class DisableAllSound extends Feature {
|
|
|
2916
3017
|
*
|
|
2917
3018
|
* Use the `enableAllSounds` helper function to set things back to normal.
|
|
2918
3019
|
*
|
|
3020
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
|
|
3021
|
+
*
|
|
2919
3022
|
* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
|
|
2920
3023
|
* that multiple mod features can work in tandem.
|
|
2921
3024
|
*/
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
--[[
|
|
2
2
|
|
|
3
|
-
isaacscript-common 15.0.
|
|
3
|
+
isaacscript-common 15.0.3
|
|
4
4
|
|
|
5
5
|
This is the "isaacscript-common" library, which was created with the IsaacScript tool.
|
|
6
6
|
|
|
@@ -28729,7 +28729,7 @@ function PostPlayerInitFirst.prototype.____constructor(self)
|
|
|
28729
28729
|
end
|
|
28730
28730
|
end
|
|
28731
28731
|
self.postPlayerInitLate = function(____, player)
|
|
28732
|
-
if
|
|
28732
|
+
if isChildPlayer(nil, player) then
|
|
28733
28733
|
return
|
|
28734
28734
|
end
|
|
28735
28735
|
self:fire(player)
|
|
@@ -26,8 +26,9 @@ export declare class CustomStages extends Feature {
|
|
|
26
26
|
* Helper function to warp to a custom stage/level.
|
|
27
27
|
*
|
|
28
28
|
* Custom stages/levels must first be defined in the "tsconfig.json" file. See the documentation
|
|
29
|
-
* for
|
|
30
|
-
*
|
|
29
|
+
* for more details: https://isaacscript.github.io/main/custom-stages/
|
|
30
|
+
*
|
|
31
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
|
|
31
32
|
*
|
|
32
33
|
* @param name The name of the custom stage, corresponding to what is in the "tsconfig.json" file.
|
|
33
34
|
* @param firstFloor Optional. Whether to go to the first floor or the second floor. For example,
|
|
@@ -42,6 +43,8 @@ export declare class CustomStages extends Feature {
|
|
|
42
43
|
/**
|
|
43
44
|
* Helper function to disable the custom stage. This is typically called before taking the player
|
|
44
45
|
* to a vanilla floor.
|
|
46
|
+
*
|
|
47
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
|
|
45
48
|
*/
|
|
46
49
|
disableCustomStage(): void;
|
|
47
50
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"CustomStages.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomStages.ts"],"names":[],"mappings":"AAsCA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAoChD,qBAAa,YAAa,SAAQ,OAAO;IA8BvC,oCAAoC;IACpC,OAAO,CAAC,eAAe,CAAkC;IAEzD,+BAA+B;IAC/B,OAAO,CAAC,yBAAyB,CAAwC;IAEzE,OAAO,CAAC,kBAAkB,CAAqB;IAC/C,OAAO,CAAC,eAAe,CAAkB;IACzC,OAAO,CAAC,eAAe,CAAkB;IACzC,OAAO,CAAC,sBAAsB,CAAyB;IACvD,OAAO,CAAC,KAAK,CAAQ;IACrB,OAAO,CAAC,YAAY,CAAe;IA+CnC,OAAO,CAAC,uBAAuB;IAc/B,OAAO,CAAC,eAAe;IASvB,OAAO,CAAC,6BAA6B;IAOrC,OAAO,CAAC,eAAe,CAMrB;IAGF,OAAO,CAAC,UAAU,CAQhB;IAGF,OAAO,CAAC,aAAa,CAcnB;IAGF,OAAO,CAAC,eAAe,CAUrB;IAIF,OAAO,CAAC,2BAA2B,CAejC;IAGF,OAAO,CAAC,kBAAkB,CAqBxB;IAGF,OAAO,CAAC,oBAAoB,CAe1B;IAEF,gDAAgD;IAChD,OAAO,CAAC,iBAAiB;IA+FzB
|
|
1
|
+
{"version":3,"file":"CustomStages.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomStages.ts"],"names":[],"mappings":"AAsCA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAoChD,qBAAa,YAAa,SAAQ,OAAO;IA8BvC,oCAAoC;IACpC,OAAO,CAAC,eAAe,CAAkC;IAEzD,+BAA+B;IAC/B,OAAO,CAAC,yBAAyB,CAAwC;IAEzE,OAAO,CAAC,kBAAkB,CAAqB;IAC/C,OAAO,CAAC,eAAe,CAAkB;IACzC,OAAO,CAAC,eAAe,CAAkB;IACzC,OAAO,CAAC,sBAAsB,CAAyB;IACvD,OAAO,CAAC,KAAK,CAAQ;IACrB,OAAO,CAAC,YAAY,CAAe;IA+CnC,OAAO,CAAC,uBAAuB;IAc/B,OAAO,CAAC,eAAe;IASvB,OAAO,CAAC,6BAA6B;IAOrC,OAAO,CAAC,eAAe,CAMrB;IAGF,OAAO,CAAC,UAAU,CAQhB;IAGF,OAAO,CAAC,aAAa,CAcnB;IAGF,OAAO,CAAC,eAAe,CAUrB;IAIF,OAAO,CAAC,2BAA2B,CAejC;IAGF,OAAO,CAAC,kBAAkB,CAqBxB;IAGF,OAAO,CAAC,oBAAoB,CAe1B;IAEF,gDAAgD;IAChD,OAAO,CAAC,iBAAiB;IA+FzB;;;;;;;;;;;;;;;;OAgBG;IAEI,cAAc,CACnB,IAAI,EAAE,MAAM,EACZ,UAAU,UAAO,EACjB,UAAU,UAAO,EACjB,OAAO,UAAQ,GACd,IAAI;IAoEP;;;;;OAKG;IAEI,kBAAkB,IAAI,IAAI;CAGlC"}
|
|
@@ -45,6 +45,8 @@ export declare class CustomTrapdoors extends Feature {
|
|
|
45
45
|
* Registration is needed so that custom trapdoors can be serializable when the player saves and
|
|
46
46
|
* quits.
|
|
47
47
|
*
|
|
48
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
|
|
49
|
+
*
|
|
48
50
|
* @param destinationName The integer that identifies the type of custom trapdoor. It should
|
|
49
51
|
* correspond to a local `CustomTrapdoorType` enum in your mod. The integer
|
|
50
52
|
* can be any unique value and can safely overlap with values chosen by
|
|
@@ -68,6 +70,8 @@ export declare class CustomTrapdoors extends Feature {
|
|
|
68
70
|
* Under the hood, the custom trapdoor is represented by a decoration grid entity and is manually
|
|
69
71
|
* respawned every time the player re-enters the room.
|
|
70
72
|
*
|
|
73
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
|
|
74
|
+
*
|
|
71
75
|
* @param gridIndexOrPosition The location in the room to spawn the trapdoor.
|
|
72
76
|
* @param destinationName Optional. A string representing the name of the of destination that the
|
|
73
77
|
* custom trapdoor will take the player to. Default is undefined, which
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"CustomTrapdoors.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomTrapdoors.ts"],"names":[],"mappings":"AAAA,OAAO,EAOL,UAAU,EAKV,SAAS,EACV,MAAM,8BAA8B,CAAC;AA4BtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AA4BhD,qBAAa,eAAgB,SAAQ,OAAO;IAC1C,qCAAqC;IACrC,OAAO,CAAC,kBAAkB,CAGtB;IAqBJ;;;;;OAKG;IACH,OAAO,CAAC,WAAW,CAAY;IAE/B,OAAO,CAAC,kBAAkB,CAAqB;IAC/C,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,cAAc,CAAiB;IACvC,OAAO,CAAC,YAAY,CAAe;IACnC,OAAO,CAAC,WAAW,CAAc;IACjC,OAAO,CAAC,YAAY,CAAe;IAoDnC,OAAO,CAAC,UAAU,CAMhB;IAEF,OAAO,CAAC,2BAA2B;IA8BnC,OAAO,CAAC,8BAA8B;IAkDtC,OAAO,CAAC,6BAA6B;IAqBrC,OAAO,CAAC,kBAAkB;IAiB1B,OAAO,CAAC,4BAA4B;IAuCpC,OAAO,CAAC,iCAAiC;IAqBzC,OAAO,CAAC,eAAe;IAqBvB,OAAO,CAAC,kCAAkC,CAaxC;IAEF,OAAO,CAAC,4BAA4B;IAcpC,OAAO,CAAC,kBAAkB;IAc1B,OAAO,CAAC,sBAAsB;IAmB9B,OAAO,CAAC,gCAAgC;IAuCxC,OAAO,CAAC,2BAA2B;IAoCnC,OAAO,CAAC,gBAAgB;IAoBxB,OAAO,CAAC,8BAA8B;IAmDtC,OAAO,CAAC,0BAA0B,CAEhC;IAEF,OAAO,CAAC,iBAAiB;IAezB,OAAO,CAAC,uBAAuB;IA4B/B
|
|
1
|
+
{"version":3,"file":"CustomTrapdoors.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomTrapdoors.ts"],"names":[],"mappings":"AAAA,OAAO,EAOL,UAAU,EAKV,SAAS,EACV,MAAM,8BAA8B,CAAC;AA4BtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AA4BhD,qBAAa,eAAgB,SAAQ,OAAO;IAC1C,qCAAqC;IACrC,OAAO,CAAC,kBAAkB,CAGtB;IAqBJ;;;;;OAKG;IACH,OAAO,CAAC,WAAW,CAAY;IAE/B,OAAO,CAAC,kBAAkB,CAAqB;IAC/C,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,cAAc,CAAiB;IACvC,OAAO,CAAC,YAAY,CAAe;IACnC,OAAO,CAAC,WAAW,CAAc;IACjC,OAAO,CAAC,YAAY,CAAe;IAoDnC,OAAO,CAAC,UAAU,CAMhB;IAEF,OAAO,CAAC,2BAA2B;IA8BnC,OAAO,CAAC,8BAA8B;IAkDtC,OAAO,CAAC,6BAA6B;IAqBrC,OAAO,CAAC,kBAAkB;IAiB1B,OAAO,CAAC,4BAA4B;IAuCpC,OAAO,CAAC,iCAAiC;IAqBzC,OAAO,CAAC,eAAe;IAqBvB,OAAO,CAAC,kCAAkC,CAaxC;IAEF,OAAO,CAAC,4BAA4B;IAcpC,OAAO,CAAC,kBAAkB;IAc1B,OAAO,CAAC,sBAAsB;IAmB9B,OAAO,CAAC,gCAAgC;IAuCxC,OAAO,CAAC,2BAA2B;IAoCnC,OAAO,CAAC,gBAAgB;IAoBxB,OAAO,CAAC,8BAA8B;IAmDtC,OAAO,CAAC,0BAA0B,CAEhC;IAEF,OAAO,CAAC,iBAAiB;IAezB,OAAO,CAAC,uBAAuB;IA4B/B;;;;;;;;;;;;;;;;;;OAkBG;IAEI,iCAAiC,CACtC,eAAe,EAAE,MAAM,EACvB,eAAe,EAAE,CACf,gBAAgB,EAAE,UAAU,EAC5B,oBAAoB,EAAE,SAAS,KAC5B,IAAI,GACR,IAAI;IAUP;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAqCG;IAEI,mBAAmB,CACxB,mBAAmB,EAAE,GAAG,GAAG,MAAM,EACjC,eAAe,CAAC,EAAE,MAAM,EACxB,gBAAgB,CAAC,EAAE,UAAU,EAC7B,oBAAoB,CAAC,EAAE,SAAS,EAChC,QAAQ,SAAmC,EAC3C,SAAS,CAAC,EAAE,OAAO,GAClB,UAAU;CA0Dd"}
|
|
@@ -41,166 +41,256 @@ export declare class DebugDisplay extends Feature {
|
|
|
41
41
|
* If the "togglePlayerDisplay" function is called, text will be drawn on the screen next to each
|
|
42
42
|
* player. Use this function to specify a callback function that returns the string that should be
|
|
43
43
|
* drawn.
|
|
44
|
+
*
|
|
45
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
44
46
|
*/
|
|
45
47
|
setPlayerDisplay(textCallback: (player: EntityPlayer) => string): void;
|
|
46
48
|
/**
|
|
47
49
|
* If the "toggleTearDisplay" function is called, text will be drawn on the screen next to each
|
|
48
50
|
* tear. Use this function to specify a callback function that returns the string that should be
|
|
49
51
|
* drawn.
|
|
52
|
+
*
|
|
53
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
50
54
|
*/
|
|
51
55
|
setTearDisplay(textCallback: (tear: EntityTear) => string): void;
|
|
52
56
|
/**
|
|
53
57
|
* If the "toggleFamiliarDisplay" function is called, text will be drawn on the screen next to
|
|
54
58
|
* each familiar. Use this function to specify a callback function that returns the string that
|
|
55
59
|
* should be drawn.
|
|
60
|
+
*
|
|
61
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
56
62
|
*/
|
|
57
63
|
setFamiliarDisplay(textCallback: (familiar: EntityFamiliar) => string): void;
|
|
58
64
|
/**
|
|
59
65
|
* If the "toggleBombDisplay" function is called, text will be drawn on the screen next to each
|
|
60
66
|
* bomb. Use this function to specify a callback function that returns the string that should be
|
|
61
67
|
* drawn.
|
|
68
|
+
*
|
|
69
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
62
70
|
*/
|
|
63
71
|
setBombDisplay(textCallback: (bomb: EntityBomb) => string): void;
|
|
64
72
|
/**
|
|
65
73
|
* If the "togglePickupDisplay" function is called, text will be drawn on the screen next to each
|
|
66
74
|
* pickup. Use this function to specify a callback function that returns the string that should be
|
|
67
75
|
* drawn.
|
|
76
|
+
*
|
|
77
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
68
78
|
*/
|
|
69
79
|
setPickupDisplay(textCallback: (pickup: EntityPickup) => string): void;
|
|
70
80
|
/**
|
|
71
81
|
* If the "toggleSlotDisplay" function is called, text will be drawn on the screen next to each
|
|
72
82
|
* slot. Use this function to specify a callback function that returns the string that should be
|
|
73
83
|
* drawn.
|
|
84
|
+
*
|
|
85
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
74
86
|
*/
|
|
75
87
|
setSlotDisplay(textCallback: (slot: Entity) => string): void;
|
|
76
88
|
/**
|
|
77
89
|
* If the "toggleLaserDisplay" function is called, text will be drawn on the screen next to each
|
|
78
90
|
* laser. Use this function to specify a callback function that returns the string that should be
|
|
79
91
|
* drawn.
|
|
92
|
+
*
|
|
93
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
80
94
|
*/
|
|
81
95
|
setLaserDisplay(textCallback: (laser: EntityLaser) => string): void;
|
|
82
96
|
/**
|
|
83
97
|
* If the "toggleKnifeDisplay" function is called, text will be drawn on the screen next to each
|
|
84
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setKnifeDisplay(textCallback: (knife: EntityKnife) => string): void;
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setProjectileDisplay(textCallback: (projectile: EntityProjectile) => string): void;
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setEffectDisplay(textCallback: (effect: EntityEffect) => string): void;
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setNPCDisplay(textCallback: (npc: EntityNPC) => string): void;
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setRockDisplay(textCallback: (rock: GridEntityRock) => string): void;
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setPitDisplay(textCallback: (pit: GridEntityPit) => string): void;
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setSpikesDisplay(textCallback: (spikes: GridEntitySpikes) => string): void;
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/**
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setTNTDisplay(textCallback: (tnt: GridEntityTNT) => string): void;
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setPoopDisplay(textCallback: (poop: GridEntityPoop) => string): void;
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/**
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* If the "toggleDoorDisplay" function is called, text will be drawn on the screen next to each
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setDoorDisplay(textCallback: (door: GridEntityDoor) => string): void;
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* If the "togglePressurePlateDisplay" function is called, text will be drawn on the screen next
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* to each pressure plate. Use this function to specify a callback function that returns the
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*
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setPressurePlateDisplay(textCallback: (pressurePlate: GridEntityPressurePlate) => string): void;
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private toggleFeature;
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/**
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* Toggles the debug display for players, which will draw text on the screen next to each player.
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*
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togglePlayerDisplay(): void;
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/**
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/**
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* Toggles the debug display for tears, which will draw text on the screen next to each tear.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleTearDisplay(): void;
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/**
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* Toggles the debug display for familiars, which will draw text on the screen next to each
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* familiar.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleFamiliarDisplay(): void;
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/**
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/**
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* Toggles the debug display for bombs, which will draw text on the screen next to each bomb.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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toggleBombDisplay(): void;
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/**
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* Toggles the debug display for pickups, which will draw text on the screen next to each pickup.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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togglePickupDisplay(): void;
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/**
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/**
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* Toggles the debug display for slots, which will draw text on the screen next to each slot.
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*
|
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+
*/
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|
toggleSlotDisplay(): void;
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/**
|
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|
* Toggles the debug display for lasers, which will draw text on the screen next to each laser.
|
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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|
*/
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|
toggleLaserDisplay(): void;
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/**
|
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|
* Toggles the debug display for knives, which will draw text on the screen next to each knife.
|
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+
*
|
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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|
toggleKnifeDisplay(): void;
|
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|
/**
|
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|
* Toggles the debug display for projectiles, which will draw text on the screen next to each
|
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236
|
* projectile.
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*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
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179
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|
*/
|
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180
240
|
toggleProjectileDisplay(): void;
|
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181
241
|
/**
|
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242
|
* Toggles the debug display for effects, which will draw text on the screen next to each effect.
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|
+
*
|
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|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
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245
|
*/
|
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184
246
|
toggleEffectDisplay(): void;
|
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185
|
-
/**
|
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247
|
+
/**
|
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248
|
+
* Toggles the debug display for NPCs, which will draw text on the screen next to each NPC.
|
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249
|
+
*
|
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250
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
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251
|
+
*/
|
|
186
252
|
toggleNPCDisplay(): void;
|
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187
|
-
/**
|
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253
|
+
/**
|
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254
|
+
* Toggles the debug display for rocks, which will draw text on the screen next to each rock.
|
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255
|
+
*
|
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256
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
257
|
+
*/
|
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188
258
|
toggleRockDisplay(): void;
|
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189
|
-
/**
|
|
259
|
+
/**
|
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260
|
+
* Toggles the debug display for pits, which will draw text on the screen next to each pit.
|
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261
|
+
*
|
|
262
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
263
|
+
*/
|
|
190
264
|
togglePitDisplay(): void;
|
|
191
265
|
/**
|
|
192
266
|
* Toggles the debug display for spikes, which will draw text on the screen next to each spike.
|
|
267
|
+
*
|
|
268
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
193
269
|
*/
|
|
194
270
|
toggleSpikesDisplay(): void;
|
|
195
|
-
/**
|
|
271
|
+
/**
|
|
272
|
+
* Toggles the debug display for TNT, which will draw text on the screen next to each TNT.
|
|
273
|
+
*
|
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274
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
275
|
+
*/
|
|
196
276
|
toggleTNTDisplay(): void;
|
|
197
|
-
/**
|
|
277
|
+
/**
|
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278
|
+
* Toggles the debug display for poops, which will draw text on the screen next to each poop.
|
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279
|
+
*
|
|
280
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
281
|
+
*/
|
|
198
282
|
togglePoopDisplay(): void;
|
|
199
|
-
/**
|
|
283
|
+
/**
|
|
284
|
+
* Toggles the debug display for doors, which will draw text on the screen next to each door.
|
|
285
|
+
*
|
|
286
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
287
|
+
*/
|
|
200
288
|
toggleDoorDisplay(): void;
|
|
201
289
|
/**
|
|
202
290
|
* Toggles the debug display for pressure plates, which will draw text on the screen next to each
|
|
203
291
|
* pressure plate.
|
|
292
|
+
*
|
|
293
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
204
294
|
*/
|
|
205
295
|
togglePressurePlateDisplay(): void;
|
|
206
296
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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@@ -30,6 +30,8 @@ export declare class DeployJSONRoom extends Feature {
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* }
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* ```
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*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEPLOY_JSON_ROOM`.
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+
*
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* @param jsonRoom The JSON room to deploy.
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* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
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* the `RNG.Next` method will be called. Default is `getRandomSeed()`.
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"DeployJSONRoom.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DeployJSONRoom.ts"],"names":[],"mappings":";;AA8BA,OAAO,EAAE,QAAQ,EAAE,MAAM,mCAAmC,CAAC;AAC7D,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAShD,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,wBAAwB,CAA2B;IAC3D,OAAO,CAAC,gBAAgB,CAAmB;IAkB3C,OAAO,CAAC,gBAAgB;IA8FxB,OAAO,CAAC,4BAA4B;IAyCpC
|
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1
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+
{"version":3,"file":"DeployJSONRoom.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DeployJSONRoom.ts"],"names":[],"mappings":";;AA8BA,OAAO,EAAE,QAAQ,EAAE,MAAM,mCAAmC,CAAC;AAC7D,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAShD,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,wBAAwB,CAA2B;IAC3D,OAAO,CAAC,gBAAgB,CAAmB;IAkB3C,OAAO,CAAC,gBAAgB;IA8FxB,OAAO,CAAC,4BAA4B;IAyCpC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IAEI,cAAc,CACnB,QAAQ,EAAE,QAAQ,GAAG,QAAQ,CAAC,QAAQ,CAAC,EACvC,SAAS,GAAE,IAAI,GAAG,GAAqB,EACvC,OAAO,UAAQ,GACd,IAAI;CAwBR"}
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@@ -7,6 +7,8 @@ export declare class DisableAllSound extends Feature {
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*
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8
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* Use this function to set things back to normal after having used `disableAllSounds`.
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*
|
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
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*
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* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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* that multiple mod features can work in tandem.
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*/
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@@ -16,6 +18,8 @@ export declare class DisableAllSound extends Feature {
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*
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* Use the `enableAllSounds` helper function to set things back to normal.
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*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
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*
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* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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* that multiple mod features can work in tandem.
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*/
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"DisableAllSound.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DisableAllSound.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,eAAgB,SAAQ,OAAO;IAQ1C,OAAO,CAAC,eAAe,CAAS;IAYhC,OAAO,CAAC,UAAU,CAMhB;IAEF
|
|
1
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+
{"version":3,"file":"DisableAllSound.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DisableAllSound.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,eAAgB,SAAQ,OAAO;IAQ1C,OAAO,CAAC,eAAe,CAAS;IAYhC,OAAO,CAAC,UAAU,CAMhB;IAEF;;;;;;;;;OASG;IAEI,cAAc,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;IAexC;;;;;;;;;OASG;IAEI,eAAe,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;CAU1C"}
|
package/package.json
CHANGED
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@@ -34,7 +34,7 @@ export class PostPlayerInitFirst extends CustomCallback<ModCallbackCustom.POST_P
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// ModCallbackCustom.POST_PLAYER_INIT_LATE
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private postPlayerInitLate = (player: EntityPlayer) => {
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// We want to exclude non-real players like the Strawman keeper.
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-
if (
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+
if (isChildPlayer(player)) {
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return;
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}
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@@ -400,8 +400,9 @@ export class CustomStages extends Feature {
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* Helper function to warp to a custom stage/level.
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*
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* Custom stages/levels must first be defined in the "tsconfig.json" file. See the documentation
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-
* for
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-
*
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+
* for more details: https://isaacscript.github.io/main/custom-stages/
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+
*
|
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
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*
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* @param name The name of the custom stage, corresponding to what is in the "tsconfig.json" file.
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* @param firstFloor Optional. Whether to go to the first floor or the second floor. For example,
|
|
@@ -489,6 +490,8 @@ export class CustomStages extends Feature {
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/**
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* Helper function to disable the custom stage. This is typically called before taking the player
|
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* to a vanilla floor.
|
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
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*/
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@Exported
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public disableCustomStage(): void {
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@@ -630,6 +630,8 @@ export class CustomTrapdoors extends Feature {
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* Registration is needed so that custom trapdoors can be serializable when the player saves and
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* quits.
|
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*
|
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633
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
|
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+
*
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* @param destinationName The integer that identifies the type of custom trapdoor. It should
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* correspond to a local `CustomTrapdoorType` enum in your mod. The integer
|
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* can be any unique value and can safely overlap with values chosen by
|
|
@@ -669,6 +671,8 @@ export class CustomTrapdoors extends Feature {
|
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669
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* Under the hood, the custom trapdoor is represented by a decoration grid entity and is manually
|
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* respawned every time the player re-enters the room.
|
|
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673
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*
|
|
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
|
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+
*
|
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* @param gridIndexOrPosition The location in the room to spawn the trapdoor.
|
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* @param destinationName Optional. A string representing the name of the of destination that the
|
|
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* custom trapdoor will take the player to. Default is undefined, which
|
|
@@ -59,6 +59,8 @@ export class DebugDisplay extends Feature {
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* If the "togglePlayerDisplay" function is called, text will be drawn on the screen next to each
|
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* player. Use this function to specify a callback function that returns the string that should be
|
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* drawn.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
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*/
|
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@Exported
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public setPlayerDisplay(
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@@ -71,6 +73,8 @@ export class DebugDisplay extends Feature {
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* If the "toggleTearDisplay" function is called, text will be drawn on the screen next to each
|
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* tear. Use this function to specify a callback function that returns the string that should be
|
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* drawn.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
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*/
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@Exported
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public setTearDisplay(textCallback: (tear: EntityTear) => string): void {
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@@ -81,6 +85,8 @@ export class DebugDisplay extends Feature {
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* If the "toggleFamiliarDisplay" function is called, text will be drawn on the screen next to
|
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* each familiar. Use this function to specify a callback function that returns the string that
|
|
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* should be drawn.
|
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
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*/
|
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@Exported
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public setFamiliarDisplay(
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@@ -93,6 +99,8 @@ export class DebugDisplay extends Feature {
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* If the "toggleBombDisplay" function is called, text will be drawn on the screen next to each
|
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* bomb. Use this function to specify a callback function that returns the string that should be
|
|
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* drawn.
|
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+
*
|
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
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|
*/
|
|
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@Exported
|
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public setBombDisplay(textCallback: (bomb: EntityBomb) => string): void {
|
|
@@ -103,6 +111,8 @@ export class DebugDisplay extends Feature {
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* If the "togglePickupDisplay" function is called, text will be drawn on the screen next to each
|
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|
* pickup. Use this function to specify a callback function that returns the string that should be
|
|
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|
* drawn.
|
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|
+
*
|
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|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
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|
*/
|
|
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|
@Exported
|
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public setPickupDisplay(
|
|
@@ -115,6 +125,8 @@ export class DebugDisplay extends Feature {
|
|
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115
125
|
* If the "toggleSlotDisplay" function is called, text will be drawn on the screen next to each
|
|
116
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|
* slot. Use this function to specify a callback function that returns the string that should be
|
|
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|
* drawn.
|
|
128
|
+
*
|
|
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|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
118
130
|
*/
|
|
119
131
|
@Exported
|
|
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|
public setSlotDisplay(textCallback: (slot: Entity) => string): void {
|
|
@@ -125,6 +137,8 @@ export class DebugDisplay extends Feature {
|
|
|
125
137
|
* If the "toggleLaserDisplay" function is called, text will be drawn on the screen next to each
|
|
126
138
|
* laser. Use this function to specify a callback function that returns the string that should be
|
|
127
139
|
* drawn.
|
|
140
|
+
*
|
|
141
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
128
142
|
*/
|
|
129
143
|
@Exported
|
|
130
144
|
public setLaserDisplay(textCallback: (laser: EntityLaser) => string): void {
|
|
@@ -135,6 +149,8 @@ export class DebugDisplay extends Feature {
|
|
|
135
149
|
* If the "toggleKnifeDisplay" function is called, text will be drawn on the screen next to each
|
|
136
150
|
* knife. Use this function to specify a callback function that returns the string that should be
|
|
137
151
|
* drawn.
|
|
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|
+
*
|
|
153
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
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|
*/
|
|
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|
@Exported
|
|
140
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|
public setKnifeDisplay(textCallback: (knife: EntityKnife) => string): void {
|
|
@@ -145,6 +161,8 @@ export class DebugDisplay extends Feature {
|
|
|
145
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|
* If the "toggleProjectileDisplay" function is called, text will be drawn on the screen next to
|
|
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|
* each projectile. Use this function to specify a callback function that returns the string that
|
|
147
163
|
* should be drawn.
|
|
164
|
+
*
|
|
165
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
148
166
|
*/
|
|
149
167
|
@Exported
|
|
150
168
|
public setProjectileDisplay(
|
|
@@ -157,6 +175,8 @@ export class DebugDisplay extends Feature {
|
|
|
157
175
|
* If the "extra console commands" feature is specified, the "effectDisplay" console command will
|
|
158
176
|
* draw text on the screen next to each effect. Use this function to specify a callback function
|
|
159
177
|
* that returns the string that should be drawn.
|
|
178
|
+
*
|
|
179
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
160
180
|
*/
|
|
161
181
|
@Exported
|
|
162
182
|
public setEffectDisplay(
|
|
@@ -169,6 +189,8 @@ export class DebugDisplay extends Feature {
|
|
|
169
189
|
* If the "toggleNPCDisplay" function is called, text will be drawn on the screen next to each
|
|
170
190
|
* NPC. Use this function to specify a callback function that returns the string that should be
|
|
171
191
|
* drawn.
|
|
192
|
+
*
|
|
193
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
172
194
|
*/
|
|
173
195
|
@Exported
|
|
174
196
|
public setNPCDisplay(textCallback: (npc: EntityNPC) => string): void {
|
|
@@ -179,6 +201,8 @@ export class DebugDisplay extends Feature {
|
|
|
179
201
|
* If the "toggleRockDisplay" function is called, text will be drawn on the screen next to each
|
|
180
202
|
* rock. Use this function to specify a callback function that returns the string that should be
|
|
181
203
|
* drawn.
|
|
204
|
+
*
|
|
205
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
182
206
|
*/
|
|
183
207
|
@Exported
|
|
184
208
|
public setRockDisplay(textCallback: (rock: GridEntityRock) => string): void {
|
|
@@ -189,6 +213,8 @@ export class DebugDisplay extends Feature {
|
|
|
189
213
|
* If the "togglePitDisplay" function is called, text will be drawn on the screen next to each
|
|
190
214
|
* pit. Use this function to specify a callback function that returns the string that should be
|
|
191
215
|
* drawn.
|
|
216
|
+
*
|
|
217
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
192
218
|
*/
|
|
193
219
|
@Exported
|
|
194
220
|
public setPitDisplay(textCallback: (pit: GridEntityPit) => string): void {
|
|
@@ -199,6 +225,8 @@ export class DebugDisplay extends Feature {
|
|
|
199
225
|
* If the "toggleSpikesDisplay" function is called, text will be drawn on the screen next to each
|
|
200
226
|
* spikes. Use this function to specify a callback function that returns the string that should be
|
|
201
227
|
* drawn.
|
|
228
|
+
*
|
|
229
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
202
230
|
*/
|
|
203
231
|
@Exported
|
|
204
232
|
public setSpikesDisplay(
|
|
@@ -211,6 +239,8 @@ export class DebugDisplay extends Feature {
|
|
|
211
239
|
* If the "toggleTNTDisplay" function is called, text will be drawn on the screen next to each
|
|
212
240
|
* TNT. Use this function to specify a callback function that returns the string that should be
|
|
213
241
|
* drawn.
|
|
242
|
+
*
|
|
243
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
214
244
|
*/
|
|
215
245
|
@Exported
|
|
216
246
|
public setTNTDisplay(textCallback: (tnt: GridEntityTNT) => string): void {
|
|
@@ -221,6 +251,8 @@ export class DebugDisplay extends Feature {
|
|
|
221
251
|
* If the "togglePoopDisplay" function is called, text will be drawn on the screen next to each
|
|
222
252
|
* poop. Use this function to specify a callback function that returns the string that should be
|
|
223
253
|
* drawn.
|
|
254
|
+
*
|
|
255
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
224
256
|
*/
|
|
225
257
|
@Exported
|
|
226
258
|
public setPoopDisplay(textCallback: (poop: GridEntityPoop) => string): void {
|
|
@@ -231,6 +263,8 @@ export class DebugDisplay extends Feature {
|
|
|
231
263
|
* If the "toggleDoorDisplay" function is called, text will be drawn on the screen next to each
|
|
232
264
|
* door. Use this function to specify a callback function that returns the string that should be
|
|
233
265
|
* drawn.
|
|
266
|
+
*
|
|
267
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
234
268
|
*/
|
|
235
269
|
@Exported
|
|
236
270
|
public setDoorDisplay(textCallback: (door: GridEntityDoor) => string): void {
|
|
@@ -241,6 +275,8 @@ export class DebugDisplay extends Feature {
|
|
|
241
275
|
* If the "togglePressurePlateDisplay" function is called, text will be drawn on the screen next
|
|
242
276
|
* to each pressure plate. Use this function to specify a callback function that returns the
|
|
243
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|
* string that should be drawn.
|
|
278
|
+
*
|
|
279
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
244
280
|
*/
|
|
245
281
|
@Exported
|
|
246
282
|
public setPressurePlateDisplay(
|
|
@@ -265,13 +301,19 @@ export class DebugDisplay extends Feature {
|
|
|
265
301
|
|
|
266
302
|
/**
|
|
267
303
|
* Toggles the debug display for players, which will draw text on the screen next to each player.
|
|
304
|
+
*
|
|
305
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
268
306
|
*/
|
|
269
307
|
@Exported
|
|
270
308
|
public togglePlayerDisplay(): void {
|
|
271
309
|
this.toggleFeature(this.player, "player");
|
|
272
310
|
}
|
|
273
311
|
|
|
274
|
-
/**
|
|
312
|
+
/**
|
|
313
|
+
* Toggles the debug display for tears, which will draw text on the screen next to each tear.
|
|
314
|
+
*
|
|
315
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
316
|
+
*/
|
|
275
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|
@Exported
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public toggleTearDisplay(): void {
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this.toggleFeature(this.tear, "tear");
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/**
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* Toggles the debug display for familiars, which will draw text on the screen next to each
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* familiar.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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@Exported
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public toggleFamiliarDisplay(): void {
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this.toggleFeature(this.familiar, "familiar");
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}
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/**
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/**
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* Toggles the debug display for bombs, which will draw text on the screen next to each bomb.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+
*/
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@Exported
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public toggleBombDisplay(): void {
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this.toggleFeature(this.bomb, "bomb");
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/**
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* Toggles the debug display for pickups, which will draw text on the screen next to each pickup.
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*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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@Exported
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public togglePickupDisplay(): void {
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this.toggleFeature(this.pickup, "pickup");
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}
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/**
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/**
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* Toggles the debug display for slots, which will draw text on the screen next to each slot.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+
*/
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@Exported
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public toggleSlotDisplay(): void {
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this.toggleFeature(this.slot, "slot");
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@@ -308,6 +362,8 @@ export class DebugDisplay extends Feature {
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/**
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* Toggles the debug display for lasers, which will draw text on the screen next to each laser.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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@Exported
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public toggleLaserDisplay(): void {
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@@ -316,6 +372,8 @@ export class DebugDisplay extends Feature {
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/**
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* Toggles the debug display for knives, which will draw text on the screen next to each knife.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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@Exported
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public toggleKnifeDisplay(): void {
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/**
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* Toggles the debug display for projectiles, which will draw text on the screen next to each
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* projectile.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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@Exported
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public toggleProjectileDisplay(): void {
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@@ -333,25 +393,39 @@ export class DebugDisplay extends Feature {
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/**
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* Toggles the debug display for effects, which will draw text on the screen next to each effect.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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@Exported
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public toggleEffectDisplay(): void {
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this.toggleFeature(this.effect, "effect");
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}
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/**
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+
/**
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* Toggles the debug display for NPCs, which will draw text on the screen next to each NPC.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+
*/
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@Exported
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public toggleNPCDisplay(): void {
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this.toggleFeature(this.npc, "NPC");
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}
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/**
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+
/**
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+
* Toggles the debug display for rocks, which will draw text on the screen next to each rock.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+
*/
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@Exported
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public toggleRockDisplay(): void {
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this.toggleFeature(this.rock, "rock");
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}
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-
/**
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+
/**
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+
* Toggles the debug display for pits, which will draw text on the screen next to each pit.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+
*/
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@Exported
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public togglePitDisplay(): void {
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this.toggleFeature(this.pit, "pit");
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@@ -359,25 +433,39 @@ export class DebugDisplay extends Feature {
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/**
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* Toggles the debug display for spikes, which will draw text on the screen next to each spike.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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*/
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@Exported
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public toggleSpikesDisplay(): void {
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this.toggleFeature(this.spikes, "spikes");
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}
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-
/**
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+
/**
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+
* Toggles the debug display for TNT, which will draw text on the screen next to each TNT.
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+
*
|
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
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+
*/
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@Exported
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public toggleTNTDisplay(): void {
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this.toggleFeature(this.tnt, "tnt");
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}
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-
/**
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+
/**
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+
* Toggles the debug display for poops, which will draw text on the screen next to each poop.
|
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+
*
|
|
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
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+
*/
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@Exported
|
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public togglePoopDisplay(): void {
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this.toggleFeature(this.poop, "poop");
|
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}
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-
/**
|
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+
/**
|
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+
* Toggles the debug display for doors, which will draw text on the screen next to each door.
|
|
466
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+
*
|
|
467
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
468
|
+
*/
|
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|
@Exported
|
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public toggleDoorDisplay(): void {
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383
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this.toggleFeature(this.door, "door");
|
|
@@ -386,6 +474,8 @@ export class DebugDisplay extends Feature {
|
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/**
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|
* Toggles the debug display for pressure plates, which will draw text on the screen next to each
|
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* pressure plate.
|
|
477
|
+
*
|
|
478
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
|
|
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|
*/
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@Exported
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|
public togglePressurePlateDisplay(): void {
|
|
@@ -216,6 +216,8 @@ export class DeployJSONRoom extends Feature {
|
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216
216
|
* }
|
|
217
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|
* ```
|
|
218
218
|
*
|
|
219
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.DEPLOY_JSON_ROOM`.
|
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220
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+
*
|
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219
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|
* @param jsonRoom The JSON room to deploy.
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|
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
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* the `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
@@ -37,6 +37,8 @@ export class DisableAllSound extends Feature {
|
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37
37
|
*
|
|
38
38
|
* Use this function to set things back to normal after having used `disableAllSounds`.
|
|
39
39
|
*
|
|
40
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
|
|
41
|
+
*
|
|
40
42
|
* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
|
|
41
43
|
* that multiple mod features can work in tandem.
|
|
42
44
|
*/
|
|
@@ -61,6 +63,8 @@ export class DisableAllSound extends Feature {
|
|
|
61
63
|
*
|
|
62
64
|
* Use the `enableAllSounds` helper function to set things back to normal.
|
|
63
65
|
*
|
|
66
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
|
|
67
|
+
*
|
|
64
68
|
* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
|
|
65
69
|
* that multiple mod features can work in tandem.
|
|
66
70
|
*/
|
|
@@ -97,6 +97,8 @@ export class DisableInputs extends Feature {
|
|
|
97
97
|
* Helper function to enable all inputs. Use this function to set things back to normal after
|
|
98
98
|
* having used one of the other helper functions to disable inputs.
|
|
99
99
|
*
|
|
100
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
|
|
101
|
+
*
|
|
100
102
|
* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
|
|
101
103
|
* that multiple mod features can work in tandem.
|
|
102
104
|
*/
|