isaacscript-common 15.0.2 → 15.0.4

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Files changed (90) hide show
  1. package/dist/index.d.ts +256 -8
  2. package/dist/isaacscript-common.lua +9 -6
  3. package/dist/src/classes/callbacks/PostPlayerInitFirst.d.ts.map +1 -1
  4. package/dist/src/classes/callbacks/PostPlayerInitFirst.lua +0 -1
  5. package/dist/src/classes/features/other/DisableInputs.d.ts +14 -0
  6. package/dist/src/classes/features/other/DisableInputs.d.ts.map +1 -1
  7. package/dist/src/classes/features/other/ExtraConsoleCommands.d.ts +6 -0
  8. package/dist/src/classes/features/other/ExtraConsoleCommands.d.ts.map +1 -1
  9. package/dist/src/classes/features/other/FadeInRemover.d.ts +4 -0
  10. package/dist/src/classes/features/other/FadeInRemover.d.ts.map +1 -1
  11. package/dist/src/classes/features/other/FastReset.d.ts +4 -0
  12. package/dist/src/classes/features/other/FastReset.d.ts.map +1 -1
  13. package/dist/src/classes/features/other/FlyingDetection.d.ts +2 -0
  14. package/dist/src/classes/features/other/FlyingDetection.d.ts.map +1 -1
  15. package/dist/src/classes/features/other/ForgottenSwitch.d.ts +2 -0
  16. package/dist/src/classes/features/other/ForgottenSwitch.d.ts.map +1 -1
  17. package/dist/src/classes/features/other/ItemPoolDetection.d.ts +6 -0
  18. package/dist/src/classes/features/other/ItemPoolDetection.d.ts.map +1 -1
  19. package/dist/src/classes/features/other/ModdedElementDetection.d.ts +69 -0
  20. package/dist/src/classes/features/other/ModdedElementDetection.d.ts.map +1 -1
  21. package/dist/src/classes/features/other/ModdedElementSets.d.ts +66 -4
  22. package/dist/src/classes/features/other/ModdedElementSets.d.ts.map +1 -1
  23. package/dist/src/classes/features/other/NoSirenSteal.d.ts +2 -0
  24. package/dist/src/classes/features/other/NoSirenSteal.d.ts.map +1 -1
  25. package/dist/src/classes/features/other/Pause.d.ts +7 -1
  26. package/dist/src/classes/features/other/Pause.d.ts.map +1 -1
  27. package/dist/src/classes/features/other/PersistentEntities.d.ts +4 -0
  28. package/dist/src/classes/features/other/PersistentEntities.d.ts.map +1 -1
  29. package/dist/src/classes/features/other/PickupIndexCreation.d.ts +3 -0
  30. package/dist/src/classes/features/other/PickupIndexCreation.d.ts.map +1 -1
  31. package/dist/src/classes/features/other/PlayerInventory.d.ts +4 -0
  32. package/dist/src/classes/features/other/PlayerInventory.d.ts.map +1 -1
  33. package/dist/src/classes/features/other/PonyDetection.d.ts +4 -0
  34. package/dist/src/classes/features/other/PonyDetection.d.ts.map +1 -1
  35. package/dist/src/classes/features/other/PreventChildEntities.d.ts +3 -0
  36. package/dist/src/classes/features/other/PreventChildEntities.d.ts.map +1 -1
  37. package/dist/src/classes/features/other/PreventCollectibleRotation.d.ts +3 -0
  38. package/dist/src/classes/features/other/PreventCollectibleRotation.d.ts.map +1 -1
  39. package/dist/src/classes/features/other/PreventGridEntityRespawn.d.ts +3 -0
  40. package/dist/src/classes/features/other/PreventGridEntityRespawn.d.ts.map +1 -1
  41. package/dist/src/classes/features/other/RoomClearFrame.d.ts +4 -0
  42. package/dist/src/classes/features/other/RoomClearFrame.d.ts.map +1 -1
  43. package/dist/src/classes/features/other/RoomHistory.d.ts +8 -0
  44. package/dist/src/classes/features/other/RoomHistory.d.ts.map +1 -1
  45. package/dist/src/classes/features/other/RunInNFrames.d.ts +14 -0
  46. package/dist/src/classes/features/other/RunInNFrames.d.ts.map +1 -1
  47. package/dist/src/classes/features/other/RunNextRoom.d.ts +2 -0
  48. package/dist/src/classes/features/other/RunNextRoom.d.ts.map +1 -1
  49. package/dist/src/classes/features/other/SaveDataManager.d.ts +14 -0
  50. package/dist/src/classes/features/other/SaveDataManager.d.ts.map +1 -1
  51. package/dist/src/enums/ISCFeature.d.ts +1 -1
  52. package/dist/src/enums/ISCFeature.d.ts.map +1 -1
  53. package/dist/src/enums/ISCFeature.lua +2 -2
  54. package/dist/src/features.d.ts +1 -1
  55. package/dist/src/features.d.ts.map +1 -1
  56. package/dist/src/features.lua +1 -1
  57. package/dist/src/functions/entitiesSpecific.d.ts +6 -1
  58. package/dist/src/functions/entitiesSpecific.d.ts.map +1 -1
  59. package/dist/src/functions/entitiesSpecific.lua +3 -0
  60. package/dist/src/functions/familiars.d.ts.map +1 -1
  61. package/dist/src/functions/familiars.lua +8 -1
  62. package/package.json +1 -1
  63. package/src/classes/callbacks/PostPlayerInitFirst.ts +0 -2
  64. package/src/classes/features/other/DisableInputs.ts +14 -0
  65. package/src/classes/features/other/ExtraConsoleCommands.ts +6 -0
  66. package/src/classes/features/other/FadeInRemover.ts +4 -0
  67. package/src/classes/features/other/FastReset.ts +4 -0
  68. package/src/classes/features/other/FlyingDetection.ts +2 -0
  69. package/src/classes/features/other/ForgottenSwitch.ts +2 -0
  70. package/src/classes/features/other/ItemPoolDetection.ts +6 -0
  71. package/src/classes/features/other/ModdedElementDetection.ts +69 -0
  72. package/src/classes/features/other/ModdedElementSets.ts +66 -4
  73. package/src/classes/features/other/NoSirenSteal.ts +2 -0
  74. package/src/classes/features/other/Pause.ts +7 -1
  75. package/src/classes/features/other/PersistentEntities.ts +4 -0
  76. package/src/classes/features/other/PickupIndexCreation.ts +3 -0
  77. package/src/classes/features/other/PlayerInventory.ts +4 -0
  78. package/src/classes/features/other/PonyDetection.ts +4 -0
  79. package/src/classes/features/other/PreventChildEntities.ts +3 -0
  80. package/src/classes/features/other/PreventCollectibleRotation.ts +3 -0
  81. package/src/classes/features/other/PreventGridEntityRespawn.ts +3 -0
  82. package/src/classes/features/other/RoomClearFrame.ts +4 -0
  83. package/src/classes/features/other/RoomHistory.ts +8 -0
  84. package/src/classes/features/other/RunInNFrames.ts +14 -0
  85. package/src/classes/features/other/RunNextRoom.ts +2 -0
  86. package/src/classes/features/other/SaveDataManager.ts +14 -0
  87. package/src/enums/ISCFeature.ts +1 -1
  88. package/src/features.ts +2 -2
  89. package/src/functions/entitiesSpecific.ts +6 -1
  90. package/src/functions/familiars.ts +11 -1
@@ -1,6 +1,6 @@
1
1
  --[[
2
2
 
3
- isaacscript-common 15.0.2
3
+ isaacscript-common 15.0.4
4
4
 
5
5
  This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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6
 
@@ -15439,8 +15439,8 @@ ____exports.ISCFeature.PAUSE = 34
15439
15439
  ____exports.ISCFeature[____exports.ISCFeature.PAUSE] = "PAUSE"
15440
15440
  ____exports.ISCFeature.PERSISTENT_ENTITIES = 35
15441
15441
  ____exports.ISCFeature[____exports.ISCFeature.PERSISTENT_ENTITIES] = "PERSISTENT_ENTITIES"
15442
- ____exports.ISCFeature.PICKUP_INDEX = 36
15443
- ____exports.ISCFeature[____exports.ISCFeature.PICKUP_INDEX] = "PICKUP_INDEX"
15442
+ ____exports.ISCFeature.PICKUP_INDEX_CREATION = 36
15443
+ ____exports.ISCFeature[____exports.ISCFeature.PICKUP_INDEX_CREATION] = "PICKUP_INDEX_CREATION"
15444
15444
  ____exports.ISCFeature.PLAYER_INVENTORY = 37
15445
15445
  ____exports.ISCFeature[____exports.ISCFeature.PLAYER_INVENTORY] = "PLAYER_INVENTORY"
15446
15446
  ____exports.ISCFeature.PONY_DETECTION = 38
@@ -28735,7 +28735,6 @@ function PostPlayerInitFirst.prototype.____constructor(self)
28735
28735
  self:fire(player)
28736
28736
  end
28737
28737
  self.customCallbacksUsed = {{ModCallbackCustom.POST_NEW_ROOM_REORDERED, {self.postNewRoomReordered}}, {ModCallbackCustom.POST_PLAYER_INIT_LATE, {self.postPlayerInitLate}}}
28738
- Isaac.DebugString("GETTING HERE ZZZZZ")
28739
28738
  end
28740
28739
  return ____exports
28741
28740
  end,
@@ -34171,12 +34170,16 @@ local ____entities = require("src.functions.entities")
34171
34170
  local getEntities = ____entities.getEntities
34172
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  local ____entitiesSpecific = require("src.functions.entitiesSpecific")
34173
34172
  local getFamiliars = ____entitiesSpecific.getFamiliars
34173
+ local ____rng = require("src.functions.rng")
34174
+ local newRNG = ____rng.newRNG
34175
+ local familiarGenerationRNG = newRNG(nil)
34174
34176
  function ____exports.checkFamiliar(self, player, collectibleType, targetCount, familiarVariant, familiarSubType)
34177
+ familiarGenerationRNG:Next()
34175
34178
  local itemConfigItem = itemConfig:GetCollectible(collectibleType)
34176
34179
  player:CheckFamiliar(
34177
34180
  familiarVariant,
34178
34181
  targetCount,
34179
- RNG(),
34182
+ familiarGenerationRNG,
34180
34183
  itemConfigItem,
34181
34184
  familiarSubType
34182
34185
  )
@@ -47840,7 +47843,7 @@ function ____exports.getFeatures(self, mod, callbacks)
47840
47843
  [ISCFeature.NO_SIREN_STEAL] = __TS__New(NoSirenSteal),
47841
47844
  [ISCFeature.PAUSE] = pause,
47842
47845
  [ISCFeature.PERSISTENT_ENTITIES] = __TS__New(PersistentEntities, roomHistory),
47843
- [ISCFeature.PICKUP_INDEX] = __TS__New(PickupIndexCreation, roomHistory),
47846
+ [ISCFeature.PICKUP_INDEX_CREATION] = __TS__New(PickupIndexCreation, roomHistory),
47844
47847
  [ISCFeature.PLAYER_INVENTORY] = __TS__New(PlayerInventory),
47845
47848
  [ISCFeature.PONY_DETECTION] = ponyDetection,
47846
47849
  [ISCFeature.PREVENT_CHILD_ENTITIES] = __TS__New(PreventChildEntities),
@@ -1 +1 @@
1
- {"version":3,"file":"PostPlayerInitFirst.d.ts","sourceRoot":"","sources":["../../../../src/classes/callbacks/PostPlayerInitFirst.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,+BAA+B,CAAC;AAGlE,OAAO,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AACpD,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAE3D,qBAAa,mBAAoB,SAAQ,cAAc,CAAC,iBAAiB,CAAC,sBAAsB,CAAC;;IAY/F,UAAmB,UAAU,0BAAoB;IAGjD,OAAO,CAAC,oBAAoB,CAY1B;IAGF,OAAO,CAAC,kBAAkB,CAOxB;CACH"}
1
+ {"version":3,"file":"PostPlayerInitFirst.d.ts","sourceRoot":"","sources":["../../../../src/classes/callbacks/PostPlayerInitFirst.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,+BAA+B,CAAC;AAGlE,OAAO,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AACpD,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAE3D,qBAAa,mBAAoB,SAAQ,cAAc,CAAC,iBAAiB,CAAC,sBAAsB,CAAC;;IAU/F,UAAmB,UAAU,0BAAoB;IAGjD,OAAO,CAAC,oBAAoB,CAY1B;IAGF,OAAO,CAAC,kBAAkB,CAOxB;CACH"}
@@ -35,6 +35,5 @@ function PostPlayerInitFirst.prototype.____constructor(self)
35
35
  self:fire(player)
36
36
  end
37
37
  self.customCallbacksUsed = {{ModCallbackCustom.POST_NEW_ROOM_REORDERED, {self.postNewRoomReordered}}, {ModCallbackCustom.POST_PLAYER_INIT_LATE, {self.postPlayerInitLate}}}
38
- Isaac.DebugString("GETTING HERE ZZZZZ")
39
38
  end
40
39
  return ____exports
@@ -9,6 +9,8 @@ export declare class DisableInputs extends Feature {
9
9
  * Helper function to enable all inputs. Use this function to set things back to normal after
10
10
  * having used one of the other helper functions to disable inputs.
11
11
  *
12
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
13
+ *
12
14
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
13
15
  * that multiple mod features can work in tandem.
14
16
  */
@@ -21,6 +23,8 @@ export declare class DisableInputs extends Feature {
21
23
  *
22
24
  * Use the `enableAllInputs` helper function to set things back to normal.
23
25
  *
26
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
27
+ *
24
28
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
25
29
  * that multiple mod features can work in tandem.
26
30
  * @param buttonActions An array of the actions to action.
@@ -32,6 +36,8 @@ export declare class DisableInputs extends Feature {
32
36
  *
33
37
  * Use the `enableAllInputs` helper function to set things back to normal.
34
38
  *
39
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
40
+ *
35
41
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
36
42
  * that multiple mod features can work in tandem.
37
43
  */
@@ -42,6 +48,8 @@ export declare class DisableInputs extends Feature {
42
48
  *
43
49
  * Use the `enableAllInputs` helper function to set things back to normal.
44
50
  *
51
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
52
+ *
45
53
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
46
54
  * that multiple mod features can work in tandem.
47
55
  * @param blacklist A set of ButtonActions to disallow.
@@ -53,6 +61,8 @@ export declare class DisableInputs extends Feature {
53
61
  *
54
62
  * Use the `enableAllInputs` helper function to set things back to normal.
55
63
  *
64
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
65
+ *
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66
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
57
67
  * that multiple mod features can work in tandem.
58
68
  * @param whitelist A set of ButtonActions to allow.
@@ -65,6 +75,8 @@ export declare class DisableInputs extends Feature {
65
75
  *
66
76
  * Use the `enableAllInputs` helper function to set things back to normal.
67
77
  *
78
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
79
+ *
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  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
69
81
  * that multiple mod features can work in tandem.
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  */
@@ -75,6 +87,8 @@ export declare class DisableInputs extends Feature {
75
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  *
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  * Use the `enableAllInputs` helper function to set things back to normal.
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  *
90
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
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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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  */
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"DisableInputs.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DisableInputs.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,YAAY,EAGb,MAAM,8BAA8B,CAAC;AAGtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,aAAc,SAAQ,OAAO;IA0CxC,OAAO,CAAC,eAAe,CAIsB;IAG7C,OAAO,CAAC,iBAAiB,CAIoB;IAG7C,OAAO,CAAC,cAAc,CAIwB;IAE9C,OAAO,CAAC,cAAc;IAwBtB;;;;;;;;OAQG;IAEI,eAAe,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;IAKzC;;;;;;;;;;;;;OAaG;IAEI,aAAa,CAAC,GAAG,EAAE,MAAM,EAAE,GAAG,aAAa,EAAE,YAAY,EAAE,GAAG,IAAI;IAKzE;;;;;;;;;;OAUG;IAEI,gBAAgB,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;IAK1C;;;;;;;;;;;OAWG;IAEI,wBAAwB,CAC7B,GAAG,EAAE,MAAM,EACX,SAAS,EAAE,GAAG,CAAC,YAAY,CAAC,GAAG,WAAW,CAAC,YAAY,CAAC,GACvD,IAAI;IAKP;;;;;;;;;;;OAWG;IAEI,yBAAyB,CAC9B,GAAG,EAAE,MAAM,EACX,SAAS,EAAE,GAAG,CAAC,YAAY,CAAC,GAAG,WAAW,CAAC,YAAY,CAAC,GACvD,IAAI;IAKP;;;;;;;;;;;OAWG;IAEI,qBAAqB,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;IAK/C;;;;;;;;;;OAUG;IAEI,qBAAqB,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;CAIhD"}
@@ -17,6 +17,9 @@ export declare class ExtraConsoleCommands extends Feature {
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  * but you can also add your own commands that are useful for your particular mod. It's easier to
18
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  * add commands to the existing command system than to add your own logic manually to the
19
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  * `EXECUTE_CMD` callback.
20
+ *
21
+ * In order to use this function, you must upgrade your mod with
22
+ * `ISCFeature.EXTRA_CONSOLE_COMMANDS`.
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  */
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  addConsoleCommand(commandName: string, commandFunction: (params: string) => void): void;
22
25
  /**
@@ -24,6 +27,9 @@ export declare class ExtraConsoleCommands extends Feature {
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  *
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  * The standard library comes with many existing console commands that are useful for debugging.
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  * If you want to disable one of them, use this function.
30
+ *
31
+ * In order to use this function, you must upgrade your mod with
32
+ * `ISCFeature.EXTRA_CONSOLE_COMMANDS`.
27
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  */
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  removeConsoleCommand(commandName: string): void;
29
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  }
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"ExtraConsoleCommands.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/ExtraConsoleCommands.ts"],"names":[],"mappings":"AAgBA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAIhD,qBAAa,oBAAqB,SAAQ,OAAO;IAI/C,OAAO,CAAC,kBAAkB,CAA+C;IAuCzE,OAAO,CAAC,UAAU,CAKhB;IAIF,OAAO,CAAC,mBAAmB,CAIzB;IAIF,OAAO,CAAC,sBAAsB,CAI5B;IAIF,OAAO,CAAC,kBAAkB,CAIxB;IAIF,OAAO,CAAC,mBAAmB,CAIzB;IAIF,OAAO,CAAC,mBAAmB,CAYzB;IAGF,OAAO,CAAC,aAAa,CAkDnB;IAGF,OAAO,CAAC,UAAU,CAUhB;IAGF,OAAO,CAAC,YAAY,CAIlB;IAEF;;;;;;;;;;OAUG;IAEI,iBAAiB,CACtB,WAAW,EAAE,MAAM,EACnB,eAAe,EAAE,CAAC,MAAM,EAAE,MAAM,KAAK,IAAI,GACxC,IAAI;IAgBP;;;;;;;;OAQG;IAEI,oBAAoB,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI;CASvD"}
@@ -9,11 +9,15 @@ export declare class FadeInRemover extends Feature {
9
9
  * This is useful for debugging, when you are resetting the game often.
10
10
  *
11
11
  * You can restore the vanilla behavior with the `restoreFadeIn` function.
12
+ *
13
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FADE_IN_REMOVER`.
12
14
  */
13
15
  removeFadeIn(): void;
14
16
  /**
15
17
  * Disables the fade-in remover. Only useful if you have previously called the `removeFadeIn`
16
18
  * function.
19
+ *
20
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FADE_IN_REMOVER`.
17
21
  */
18
22
  restoreFadeIn(): void;
19
23
  }
@@ -1 +1 @@
1
- {"version":3,"file":"FadeInRemover.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/FadeInRemover.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAIhD,qBAAa,aAAc,SAAQ,OAAO;IACxC,OAAO,CAAC,OAAO,CAAS;IAYxB,OAAO,CAAC,eAAe,CAIrB;IAEF;;;;;;;OAOG;IAEI,YAAY,IAAI,IAAI;IAI3B;;;OAGG;IAEI,aAAa,IAAI,IAAI;CAG7B"}
1
+ {"version":3,"file":"FadeInRemover.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/FadeInRemover.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAIhD,qBAAa,aAAc,SAAQ,OAAO;IACxC,OAAO,CAAC,OAAO,CAAS;IAYxB,OAAO,CAAC,eAAe,CAIrB;IAEF;;;;;;;;;OASG;IAEI,YAAY,IAAI,IAAI;IAI3B;;;;;OAKG;IAEI,aAAa,IAAI,IAAI;CAG7B"}
@@ -9,11 +9,15 @@ export declare class FastReset extends Feature {
9
9
  * This is useful for debugging, when you are resetting the game often.
10
10
  *
11
11
  * You can disable the fast-reset feature with the `disableFastReset` function.
12
+ *
13
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FAST_RESET`.
12
14
  */
13
15
  enableFastReset(): void;
14
16
  /**
15
17
  * Disables the fast-reset feature. Only useful if you have previously called the
16
18
  * `enableFastReset` function.
19
+ *
20
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FAST_RESET`.
17
21
  */
18
22
  disableFastReset(): void;
19
23
  }
@@ -1 +1 @@
1
- {"version":3,"file":"FastReset.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/FastReset.ts"],"names":[],"mappings":"AAQA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAKhD,qBAAa,SAAU,SAAQ,OAAO;IACpC,OAAO,CAAC,OAAO,CAAS;IAYxB,OAAO,CAAC,UAAU,CAMhB;IAEF;;;;;;;OAOG;IAEI,eAAe,IAAI,IAAI;IAI9B;;;OAGG;IAEI,gBAAgB,IAAI,IAAI;CAGhC"}
1
+ {"version":3,"file":"FastReset.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/FastReset.ts"],"names":[],"mappings":"AAQA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAKhD,qBAAa,SAAU,SAAQ,OAAO;IACpC,OAAO,CAAC,OAAO,CAAS;IAYxB,OAAO,CAAC,UAAU,CAMhB;IAEF;;;;;;;;;OASG;IAEI,eAAe,IAAI,IAAI;IAI9B;;;;;OAKG;IAEI,gBAAgB,IAAI,IAAI;CAGhC"}
@@ -5,6 +5,8 @@ export declare class FlyingDetection extends Feature {
5
5
  /**
6
6
  * Helper function to see if the player currently has flying from a temporary effect such as
7
7
  * Hanged Man, Bat Wing, and so on.
8
+ *
9
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FLYING_DETECTION`.
8
10
  */
9
11
  hasFlyingTemporaryEffect(player: EntityPlayer): boolean;
10
12
  }
@@ -1 +1 @@
1
- {"version":3,"file":"FlyingDetection.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/FlyingDetection.ts"],"names":[],"mappings":";AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAShD,qBAAa,eAAgB,SAAQ,OAAO;IAC1C,OAAO,CAAC,iBAAiB,CAAoB;IAW7C;;;OAGG;IAEI,wBAAwB,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO;CA4B/D"}
1
+ {"version":3,"file":"FlyingDetection.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/FlyingDetection.ts"],"names":[],"mappings":";AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAShD,qBAAa,eAAgB,SAAQ,OAAO;IAC1C,OAAO,CAAC,iBAAiB,CAAoB;IAW7C;;;;;OAKG;IAEI,wBAAwB,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO;CA4B/D"}
@@ -4,6 +4,8 @@ export declare class ForgottenSwitch extends Feature {
4
4
  /**
5
5
  * When used on The Forgotten, switches to The Soul. When used on The Soul, switches to The
6
6
  * Forgotten. This takes 1 game frame to take effect.
7
+ *
8
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FORGOTTEN_SWITCH`.
7
9
  */
8
10
  forgottenSwitch(): void;
9
11
  }
@@ -1 +1 @@
1
- {"version":3,"file":"ForgottenSwitch.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/ForgottenSwitch.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,eAAgB,SAAQ,OAAO;IAsB1C,OAAO,CAAC,iBAAiB,CAWvB;IAEF;;;OAGG;IAEI,eAAe,IAAI,IAAI;CAG/B"}
1
+ {"version":3,"file":"ForgottenSwitch.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/ForgottenSwitch.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,eAAgB,SAAQ,OAAO;IAsB1C,OAAO,CAAC,iBAAiB,CAWvB;IAEF;;;;;OAKG;IAEI,eAAe,IAAI,IAAI;CAG/B"}
@@ -5,6 +5,8 @@ export declare class ItemPoolDetection extends Feature {
5
5
  /**
6
6
  * Helper function to get the remaining collectibles in a given item pool. This function is
7
7
  * expensive, so only use it in situations where the lag is acceptable.
8
+ *
9
+ * In order to use this function, you must upgrade your mod with `ISCFeature.ITEM_POOL_DETECTION`.
8
10
  */
9
11
  getCollectiblesInItemPool(itemPoolType: ItemPoolType): CollectibleType[];
10
12
  /**
@@ -16,6 +18,8 @@ export declare class ItemPoolDetection extends Feature {
16
18
  *
17
19
  * Under the hood, this function works by using the `ItemPool.AddRoomBlacklist` method to
18
20
  * blacklist every collectible except for the one provided.
21
+ *
22
+ * In order to use this function, you must upgrade your mod with `ISCFeature.ITEM_POOL_DETECTION`.
19
23
  */
20
24
  isCollectibleInItemPool(collectibleType: CollectibleType, itemPoolType: ItemPoolType): boolean;
21
25
  /**
@@ -31,6 +35,8 @@ export declare class ItemPoolDetection extends Feature {
31
35
  * - If the collectible is non-offensive, any Tainted Losts will be temporarily changed to Isaac
32
36
  * and then changed back. (This is because Tainted Lost is not able to retrieve non-offensive
33
37
  * collectibles from item pools).
38
+ *
39
+ * In order to use this function, you must upgrade your mod with `ISCFeature.ITEM_POOL_DETECTION`.
34
40
  */
35
41
  isCollectibleUnlocked(collectibleType: CollectibleType, itemPoolType: ItemPoolType): boolean;
36
42
  }
@@ -1 +1 @@
1
- {"version":3,"file":"ItemPoolDetection.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/ItemPoolDetection.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,eAAe,EAEf,YAAY,EAGb,MAAM,8BAA8B,CAAC;AAgBtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAehD,qBAAa,iBAAkB,SAAQ,OAAO;IAC5C,OAAO,CAAC,iBAAiB,CAAoB;IAW7C;;;OAGG;IAEI,yBAAyB,CAC9B,YAAY,EAAE,YAAY,GACzB,eAAe,EAAE;IAOpB;;;;;;;;;OASG;IAEI,uBAAuB,CAC5B,eAAe,EAAE,eAAe,EAChC,YAAY,EAAE,YAAY,GACzB,OAAO;IA+DV;;;;;;;;;;;;;OAaG;IAEI,qBAAqB,CAC1B,eAAe,EAAE,eAAe,EAChC,YAAY,EAAE,YAAY,GACzB,OAAO;CAOX"}
1
+ {"version":3,"file":"ItemPoolDetection.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/ItemPoolDetection.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,eAAe,EAEf,YAAY,EAGb,MAAM,8BAA8B,CAAC;AAgBtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAehD,qBAAa,iBAAkB,SAAQ,OAAO;IAC5C,OAAO,CAAC,iBAAiB,CAAoB;IAW7C;;;;;OAKG;IAEI,yBAAyB,CAC9B,YAAY,EAAE,YAAY,GACzB,eAAe,EAAE;IAOpB;;;;;;;;;;;OAWG;IAEI,uBAAuB,CAC5B,eAAe,EAAE,eAAe,EAChC,YAAY,EAAE,YAAY,GACzB,OAAO;IA+DV;;;;;;;;;;;;;;;OAeG;IAEI,qBAAqB,CAC1B,eAAe,EAAE,eAAe,EAChC,YAAY,EAAE,YAAY,GACzB,OAAO;CAOX"}
@@ -20,6 +20,9 @@ export declare class ModdedElementDetection extends Feature {
20
20
  * This function can only be called if at least one callback has been executed. This is because
21
21
  * not all collectibles will necessarily be present when a mod first loads (due to mod load
22
22
  * order).
23
+ *
24
+ * In order to use this function, you must upgrade your mod with
25
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
23
26
  */
24
27
  getFirstModdedCollectibleType(): CollectibleType | undefined;
25
28
  /**
@@ -31,6 +34,9 @@ export declare class ModdedElementDetection extends Feature {
31
34
  * This function can only be called if at least one callback has been executed. This is because
32
35
  * not all collectibles will necessarily be present when a mod first loads (due to mod load
33
36
  * order).
37
+ *
38
+ * In order to use this function, you must upgrade your mod with
39
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
34
40
  */
35
41
  getLastCollectibleType(): CollectibleType;
36
42
  /**
@@ -49,12 +55,18 @@ export declare class ModdedElementDetection extends Feature {
49
55
  * This function can only be called if at least one callback has been executed. This is because
50
56
  * not all collectibles will necessarily be present when a mod first loads (due to mod load
51
57
  * order).
58
+ *
59
+ * In order to use this function, you must upgrade your mod with
60
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
52
61
  */
53
62
  getModdedCollectibleTypes(): CollectibleType[];
54
63
  /**
55
64
  * This function can only be called if at least one callback has been executed. This is because
56
65
  * not all collectibles will necessarily be present when a mod first loads (due to mod load
57
66
  * order).
67
+ *
68
+ * In order to use this function, you must upgrade your mod with
69
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
58
70
  */
59
71
  getNumCollectibleTypes(): int;
60
72
  /**
@@ -63,6 +75,9 @@ export declare class ModdedElementDetection extends Feature {
63
75
  * This function can only be called if at least one callback has been executed. This is because
64
76
  * not all collectibles will necessarily be present when a mod first loads (due to mod load
65
77
  * order).
78
+ *
79
+ * In order to use this function, you must upgrade your mod with
80
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
66
81
  */
67
82
  getNumModdedCollectibleTypes(): int;
68
83
  /**
@@ -70,6 +85,9 @@ export declare class ModdedElementDetection extends Feature {
70
85
  *
71
86
  * This function can only be called if at least one callback has been executed. This is because
72
87
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
88
+ *
89
+ * In order to use this function, you must upgrade your mod with
90
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
73
91
  */
74
92
  getFirstModdedTrinketType(): TrinketType | undefined;
75
93
  /**
@@ -80,6 +98,9 @@ export declare class ModdedElementDetection extends Feature {
80
98
  *
81
99
  * This function can only be called if at least one callback has been executed. This is because
82
100
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
101
+ *
102
+ * In order to use this function, you must upgrade your mod with
103
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
83
104
  */
84
105
  getLastTrinketType(): TrinketType;
85
106
  /**
@@ -93,6 +114,9 @@ export declare class ModdedElementDetection extends Feature {
93
114
  *
94
115
  * This function can only be called if at least one callback has been executed. This is because
95
116
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
117
+ *
118
+ * In order to use this function, you must upgrade your mod with
119
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
96
120
  */
97
121
  getModdedTrinketTypes(): TrinketType[];
98
122
  /**
@@ -103,11 +127,17 @@ export declare class ModdedElementDetection extends Feature {
103
127
  *
104
128
  * This function can only be called if at least one callback has been executed. This is because
105
129
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
130
+ *
131
+ * In order to use this function, you must upgrade your mod with
132
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
106
133
  */
107
134
  getNumTrinketTypes(): int;
108
135
  /**
109
136
  * This function can only be called if at least one callback has been executed. This is because
110
137
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
138
+ *
139
+ * In order to use this function, you must upgrade your mod with
140
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
111
141
  */
112
142
  getNumModdedTrinketTypes(): int;
113
143
  /**
@@ -115,6 +145,9 @@ export declare class ModdedElementDetection extends Feature {
115
145
  *
116
146
  * This function can only be called if at least one callback has been executed. This is because
117
147
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
148
+ *
149
+ * In order to use this function, you must upgrade your mod with
150
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
118
151
  */
119
152
  getTrinketTypes(): TrinketType[];
120
153
  /**
@@ -122,6 +155,9 @@ export declare class ModdedElementDetection extends Feature {
122
155
  *
123
156
  * This function can only be called if at least one callback has been executed. This is because
124
157
  * not all cards will necessarily be present when a mod first loads (due to mod load order).
158
+ *
159
+ * In order to use this function, you must upgrade your mod with
160
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
125
161
  */
126
162
  getAllCardTypes(): CardType[];
127
163
  /**
@@ -129,6 +165,9 @@ export declare class ModdedElementDetection extends Feature {
129
165
  *
130
166
  * This function can only be called if at least one callback has been executed. This is because
131
167
  * not all cards will necessarily be present when a mod first loads (due to mod load order).
168
+ *
169
+ * In order to use this function, you must upgrade your mod with
170
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
132
171
  */
133
172
  getFirstModdedCardType(): CardType | undefined;
134
173
  /**
@@ -139,6 +178,9 @@ export declare class ModdedElementDetection extends Feature {
139
178
  *
140
179
  * This function can only be called if at least one callback has been executed. This is because
141
180
  * not all cards will necessarily be present when a mod first loads (due to mod load order).
181
+ *
182
+ * In order to use this function, you must upgrade your mod with
183
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
142
184
  */
143
185
  getLastCardType(): CardType;
144
186
  /**
@@ -148,6 +190,9 @@ export declare class ModdedElementDetection extends Feature {
148
190
  *
149
191
  * This function can only be called if at least one callback has been executed. This is because
150
192
  * not all cards will necessarily be present when a mod first loads (due to mod load order).
193
+ *
194
+ * In order to use this function, you must upgrade your mod with
195
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
151
196
  */
152
197
  getModdedCardTypes(): CardType[];
153
198
  /**
@@ -157,11 +202,17 @@ export declare class ModdedElementDetection extends Feature {
157
202
  *
158
203
  * This function can only be called if at least one callback has been executed. This is because
159
204
  * not all cards will necessarily be present when a mod first loads (due to mod load order).
205
+ *
206
+ * In order to use this function, you must upgrade your mod with
207
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
160
208
  */
161
209
  getNumCardTypes(): int;
162
210
  /**
163
211
  * This function can only be called if at least one callback has been executed. This is because
164
212
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
213
+ *
214
+ * In order to use this function, you must upgrade your mod with
215
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
165
216
  */
166
217
  getNumModdedCardTypes(): int;
167
218
  /**
@@ -171,6 +222,9 @@ export declare class ModdedElementDetection extends Feature {
171
222
  * This function can only be called if at least one callback has been executed. This is because
172
223
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
173
224
  * order).
225
+ *
226
+ * In order to use this function, you must upgrade your mod with
227
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
174
228
  */
175
229
  getAllPillEffects(): PillEffect[];
176
230
  /**
@@ -179,6 +233,9 @@ export declare class ModdedElementDetection extends Feature {
179
233
  * This function can only be called if at least one callback has been executed. This is because
180
234
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
181
235
  * order).
236
+ *
237
+ * In order to use this function, you must upgrade your mod with
238
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
182
239
  */
183
240
  getFirstModdedPillEffect(): PillEffect | undefined;
184
241
  /**
@@ -190,6 +247,9 @@ export declare class ModdedElementDetection extends Feature {
190
247
  * This function can only be called if at least one callback has been executed. This is because
191
248
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
192
249
  * order).
250
+ *
251
+ * In order to use this function, you must upgrade your mod with
252
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
193
253
  */
194
254
  getLastPillEffect(): PillEffect;
195
255
  /**
@@ -200,6 +260,9 @@ export declare class ModdedElementDetection extends Feature {
200
260
  * This function can only be called if at least one callback has been executed. This is because
201
261
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
202
262
  * order).
263
+ *
264
+ * In order to use this function, you must upgrade your mod with
265
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
203
266
  */
204
267
  getModdedPillEffects(): PillEffect[];
205
268
  /**
@@ -211,12 +274,18 @@ export declare class ModdedElementDetection extends Feature {
211
274
  * This function can only be called if at least one callback has been executed. This is because
212
275
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
213
276
  * order).
277
+ *
278
+ * In order to use this function, you must upgrade your mod with
279
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
214
280
  */
215
281
  getNumPillEffects(): int;
216
282
  /**
217
283
  * This function can only be called if at least one callback has been executed. This is because
218
284
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
219
285
  * order).
286
+ *
287
+ * In order to use this function, you must upgrade your mod with
288
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
220
289
  */
221
290
  getNumModdedPillEffects(): int;
222
291
  }
@@ -1 +1 @@
1
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