isaacscript-common 6.2.0 → 6.4.0
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/cachedClasses.d.ts +15 -0
- package/cachedClasses.lua +20 -0
- package/callbacks/reorderedCallbacks.d.ts +9 -0
- package/callbacks/reorderedCallbacks.lua +9 -0
- package/constants.d.ts +26 -4
- package/constants.lua +20 -4
- package/enums/CornerType.d.ts +6 -0
- package/enums/CornerType.lua +11 -0
- package/features/customStage/backdrop.d.ts +2 -0
- package/features/customStage/backdrop.lua +202 -0
- package/features/customStage/customStageConstants.d.ts +1 -0
- package/features/customStage/customStageConstants.lua +3 -0
- package/features/customStage/exports.d.ts +28 -0
- package/features/customStage/exports.lua +58 -1
- package/features/customStage/init.d.ts +2 -1
- package/features/customStage/init.lua +45 -9
- package/features/customStage/streakText.d.ts +2 -0
- package/features/customStage/streakText.lua +22 -0
- package/features/customStage/v.d.ts +10 -0
- package/features/customStage/v.lua +4 -0
- package/features/customStage/versusScreen.d.ts +3 -0
- package/features/customStage/versusScreen.lua +193 -0
- package/features/debugDisplay/debugDisplay.lua +2 -0
- package/features/debugDisplay/exports.d.ts +108 -0
- package/features/debugDisplay/exports.lua +145 -0
- package/features/debugDisplay/v.d.ts +2 -0
- package/features/debugDisplay/v.lua +9 -0
- package/features/deployJSONRoom.lua +6 -2
- package/features/extraConsoleCommands/init.lua +8 -1
- package/features/extraConsoleCommands/listCommands.d.ts +12 -4
- package/features/extraConsoleCommands/listCommands.lua +30 -15
- package/features/extraConsoleCommands/v.d.ts +1 -0
- package/features/extraConsoleCommands/v.lua +2 -1
- package/features/pause.d.ts +11 -0
- package/features/pause.lua +71 -0
- package/features/runNextRoom.d.ts +8 -0
- package/features/runNextRoom.lua +40 -0
- package/features/saveDataManager/exports.lua +2 -2
- package/features/saveDataManager/load.lua +3 -3
- package/features/saveDataManager/main.lua +3 -3
- package/features/saveDataManager/merge.lua +2 -2
- package/features/saveDataManager/save.lua +3 -3
- package/features/saveDataManager/{constants.d.ts → saveDataManagerConstants.d.ts} +0 -0
- package/features/saveDataManager/{constants.lua → saveDataManagerConstants.lua} +0 -0
- package/functions/chargeBar.lua +4 -6
- package/functions/color.d.ts +0 -2
- package/functions/color.lua +0 -4
- package/functions/deepCopy.lua +2 -2
- package/functions/direction.d.ts +1 -1
- package/functions/doors.d.ts +2 -2
- package/functions/entity.d.ts +5 -0
- package/functions/entity.lua +13 -0
- package/functions/gridEntity.d.ts +5 -0
- package/functions/gridEntity.lua +7 -2
- package/functions/kColor.d.ts +0 -2
- package/functions/kColor.lua +0 -4
- package/functions/log.lua +2 -1
- package/functions/playerCenter.d.ts +5 -1
- package/functions/playerCenter.lua +15 -8
- package/functions/playerIndex.d.ts +3 -0
- package/functions/playerIndex.lua +3 -0
- package/functions/roomShape.d.ts +10 -4
- package/functions/roomShape.lua +15 -2
- package/functions/sprite.d.ts +1 -1
- package/functions/sprite.lua +1 -1
- package/functions/ui.d.ts +2 -0
- package/functions/ui.lua +8 -0
- package/functions/utils.d.ts +6 -4
- package/functions/utils.lua +6 -4
- package/index.d.ts +2 -1
- package/index.lua +10 -0
- package/initFeatures.lua +7 -1
- package/interfaces/Corner.d.ts +6 -0
- package/interfaces/Corner.lua +2 -0
- package/interfaces/CustomStageLua.d.ts +38 -9
- package/objects/bossNamePNGFileNames.d.ts +5 -0
- package/objects/bossNamePNGFileNames.lua +108 -0
- package/objects/bossPortraitPNGFileNames.d.ts +5 -0
- package/objects/bossPortraitPNGFileNames.lua +108 -0
- package/objects/colors.d.ts +15 -8
- package/objects/colors.lua +9 -2
- package/objects/playerNamePNGFileNames.d.ts +5 -0
- package/objects/playerNamePNGFileNames.lua +49 -0
- package/objects/playerPortraitPNGFileNames.d.ts +5 -0
- package/objects/playerPortraitPNGFileNames.lua +49 -0
- package/objects/roomShapeCorners.d.ts +6 -0
- package/objects/roomShapeCorners.lua +259 -0
- package/objects/roomShapeToBottomRightPosition.d.ts +1 -1
- package/objects/roomShapeToTopLeftPosition.d.ts +1 -1
- package/objects/versusScreenBackgroundColors.d.ts +5 -0
- package/objects/versusScreenBackgroundColors.lua +38 -0
- package/objects/versusScreenDirtSpotColors.d.ts +5 -0
- package/objects/versusScreenDirtSpotColors.lua +38 -0
- package/package.json +2 -2
- package/sets/narrowRoomShapesSet.d.ts +2 -0
- package/sets/narrowRoomShapesSet.lua +8 -0
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@@ -2,8 +2,12 @@ local ____lualib = require("lualib_bundle")
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local Map = ____lualib.Map
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local __TS__New = ____lualib.__TS__New
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local ____exports = {}
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local v = {run = {currentCustomStage = nil, showingStreakText = false, showingBossVersusScreen = false}}
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____exports.default = v
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--- Indexed by custom stage name.
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____exports.customStagesMap = __TS__New(Map)
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--- Indexed by room variant.
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____exports.customStageCachedRoomData = __TS__New(Map)
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--- Indexed by entity ID.
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____exports.customBossPNGPaths = __TS__New(Map)
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return ____exports
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@@ -0,0 +1,193 @@
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local ____lualib = require("lualib_bundle")
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local Map = ____lualib.Map
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local ____exports = {}
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local getPlayerPNGPaths, getBossPNGPaths, DEFAULT_CHARACTER, PNG_PATH_PREFIX, PLAYER_PORTRAIT_PNG_PATH_PREFIX
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local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitions")
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local BossID = ____isaac_2Dtypescript_2Ddefinitions.BossID
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local PlayerType = ____isaac_2Dtypescript_2Ddefinitions.PlayerType
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local RoomType = ____isaac_2Dtypescript_2Ddefinitions.RoomType
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local SoundEffect = ____isaac_2Dtypescript_2Ddefinitions.SoundEffect
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local StageID = ____isaac_2Dtypescript_2Ddefinitions.StageID
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local ____cachedClasses = require("cachedClasses")
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local game = ____cachedClasses.game
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local sfxManager = ____cachedClasses.sfxManager
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local ____array = require("functions.array")
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local arrayRemove = ____array.arrayRemove
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local ____boss = require("functions.boss")
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local getBosses = ____boss.getBosses
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local ____entity = require("functions.entity")
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local getEntityID = ____entity.getEntityID
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local ____utils = require("functions.utils")
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local erange = ____utils.erange
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local ____bossNamePNGFileNames = require("objects.bossNamePNGFileNames")
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local BOSS_NAME_PNG_FILE_NAMES = ____bossNamePNGFileNames.BOSS_NAME_PNG_FILE_NAMES
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local ____bossPortraitPNGFileNames = require("objects.bossPortraitPNGFileNames")
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local BOSS_PORTRAIT_PNG_FILE_NAMES = ____bossPortraitPNGFileNames.BOSS_PORTRAIT_PNG_FILE_NAMES
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local ____playerNamePNGFileNames = require("objects.playerNamePNGFileNames")
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local PLAYER_NAME_PNG_FILE_NAMES = ____playerNamePNGFileNames.PLAYER_NAME_PNG_FILE_NAMES
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local ____playerPortraitPNGFileNames = require("objects.playerPortraitPNGFileNames")
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local PLAYER_PORTRAIT_PNG_FILE_NAMES = ____playerPortraitPNGFileNames.PLAYER_PORTRAIT_PNG_FILE_NAMES
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local ____versusScreenBackgroundColors = require("objects.versusScreenBackgroundColors")
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local VERSUS_SCREEN_BACKGROUND_COLORS = ____versusScreenBackgroundColors.VERSUS_SCREEN_BACKGROUND_COLORS
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local ____versusScreenDirtSpotColors = require("objects.versusScreenDirtSpotColors")
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local VERSUS_SCREEN_DIRT_SPOT_COLORS = ____versusScreenDirtSpotColors.VERSUS_SCREEN_DIRT_SPOT_COLORS
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local ____pause = require("features.pause")
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local pause = ____pause.pause
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local unpause = ____pause.unpause
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local ____customStageConstants = require("features.customStage.customStageConstants")
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local ISAACSCRIPT_CUSTOM_STAGE_GFX_PATH = ____customStageConstants.ISAACSCRIPT_CUSTOM_STAGE_GFX_PATH
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local ____v = require("features.customStage.v")
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local v = ____v.default
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local customBossPNGPaths = ____v.customBossPNGPaths
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function getPlayerPNGPaths(self)
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local player = Isaac.GetPlayer()
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local character = player:GetPlayerType()
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local playerNamePNGFileName = PLAYER_NAME_PNG_FILE_NAMES[character]
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if playerNamePNGFileName == nil then
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playerNamePNGFileName = PLAYER_NAME_PNG_FILE_NAMES[DEFAULT_CHARACTER]
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end
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local playerNamePNGPath = (PNG_PATH_PREFIX .. "/") .. tostring(playerNamePNGFileName)
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local playerPortraitFileName = PLAYER_PORTRAIT_PNG_FILE_NAMES[character]
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if playerNamePNGFileName == nil then
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playerPortraitFileName = PLAYER_PORTRAIT_PNG_FILE_NAMES[DEFAULT_CHARACTER]
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end
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local playerPortraitPNGPath = (PLAYER_PORTRAIT_PNG_PATH_PREFIX .. "/") .. tostring(playerPortraitFileName)
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return {playerNamePNGPath, playerPortraitPNGPath}
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end
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function getBossPNGPaths(self)
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local bosses = getBosses(nil)
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local firstBoss = bosses[1]
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if firstBoss ~= nil then
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local entityID = getEntityID(nil, firstBoss)
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local pngPaths = customBossPNGPaths:get(entityID)
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if pngPaths ~= nil then
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return pngPaths
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end
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end
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local bossID = firstBoss == nil and 0 or firstBoss:GetBossID()
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if bossID == 0 then
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local questionMarkSprite = (PNG_PATH_PREFIX .. "/") .. BOSS_NAME_PNG_FILE_NAMES[BossID.BLUE_BABY]
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local bossNamePNGPath = questionMarkSprite
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local bossPortraitPNGPath = questionMarkSprite
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return {bossNamePNGPath, bossPortraitPNGPath}
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end
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local bossNamePNGFileName = BOSS_NAME_PNG_FILE_NAMES[bossID]
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local bossNamePNGPath = (PNG_PATH_PREFIX .. "/") .. bossNamePNGFileName
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local bossPortraitPNGFileName = BOSS_PORTRAIT_PNG_FILE_NAMES[bossID]
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local bossPortraitPNGPath = (PNG_PATH_PREFIX .. "/") .. bossPortraitPNGFileName
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return {bossNamePNGPath, bossPortraitPNGPath}
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end
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DEFAULT_CHARACTER = PlayerType.ISAAC
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local DEFAULT_STAGE_ID = StageID.BASEMENT
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local VERSUS_SCREEN_ANIMATION_NAME = "Scene"
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--- The layers range from 0 to 13.
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local NUM_VERSUS_SCREEN_ANM2_LAYERS = 14
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local BACKGROUND_ANM2_LAYER = 0
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local BOSS_DIRT_SPOT_ANM2_LAYER = 2
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local PLAYER_DIRT_SPOT_ANM2_LAYER = 3
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local BOSS_PORTRAIT_ANM2_LAYER = 4
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local PLAYER_PORTRAIT_ANM2_LAYER = 5
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local PLAYER_NAME_ANM2_LAYER = 6
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local BOSS_NAME_ANM2_LAYER = 7
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local OVERLAY_ANM2_LAYER = 11
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--- We only need to render either the normal player portrait layer or the alternate player portrait
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-- layer. Rendering both will cause the player not to shake.
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local PLAYER_PORTRAIT_ALT_ANM2_LAYER = 12
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--- These are the non-special layers that we will render last.
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local OTHER_ANM2_LAYERS = arrayRemove(
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nil,
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erange(nil, NUM_VERSUS_SCREEN_ANM2_LAYERS),
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BACKGROUND_ANM2_LAYER,
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BOSS_DIRT_SPOT_ANM2_LAYER,
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PLAYER_DIRT_SPOT_ANM2_LAYER,
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OVERLAY_ANM2_LAYER,
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PLAYER_PORTRAIT_ALT_ANM2_LAYER
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)
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PNG_PATH_PREFIX = "gfx/ui/boss"
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PLAYER_PORTRAIT_PNG_PATH_PREFIX = "gfx/ui/stage"
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local VANILLA_VERSUS_PLAYBACK_SPEED = 0.5
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local versusScreenSprite = Sprite()
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versusScreenSprite:Load("gfx/ui/boss/versusscreen.anm2", false)
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versusScreenSprite:ReplaceSpritesheet(OVERLAY_ANM2_LAYER, ISAACSCRIPT_CUSTOM_STAGE_GFX_PATH .. "/overlay.png")
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versusScreenSprite:LoadGraphics()
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--- Unfortunately, we must split the background layer into an entirely different sprite so that we
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-- can color it with the `Color` property.
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local versusScreenBackgroundSprite = Sprite()
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versusScreenBackgroundSprite:Load("gfx/ui/boss/versusscreen.anm2", true)
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--- Unfortunately, we must split the dirt layer into an entirely different sprite so that we can
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-- color it with the `Color` property.
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local versusScreenDirtSpotSprite = Sprite()
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versusScreenDirtSpotSprite:Load("gfx/ui/boss/versusscreen.anm2", true)
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function ____exports.playVersusScreenAnimation(self, customStage, force)
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if force == nil then
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force = false
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end
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local room = game:GetRoom()
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local roomType = room:GetType()
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local hud = game:GetHUD()
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if roomType ~= RoomType.BOSS and not force then
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return
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end
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v.run.showingBossVersusScreen = true
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pause(nil)
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hud:SetVisible(false)
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local playerNamePNGPath, playerPortraitPNGPath = table.unpack(getPlayerPNGPaths(nil))
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versusScreenSprite:ReplaceSpritesheet(PLAYER_NAME_ANM2_LAYER, playerNamePNGPath)
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versusScreenSprite:ReplaceSpritesheet(PLAYER_PORTRAIT_ANM2_LAYER, playerPortraitPNGPath)
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local bossNamePNGPath, bossPortraitPNGPath = table.unpack(getBossPNGPaths(nil))
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versusScreenSprite:ReplaceSpritesheet(BOSS_NAME_ANM2_LAYER, bossNamePNGPath)
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versusScreenSprite:ReplaceSpritesheet(BOSS_PORTRAIT_ANM2_LAYER, bossPortraitPNGPath)
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versusScreenSprite:LoadGraphics()
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local backgroundColor = VERSUS_SCREEN_BACKGROUND_COLORS[DEFAULT_STAGE_ID]
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if customStage.versusScreenBackgroundColor ~= nil then
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local ____customStage_versusScreenBackgroundColor_0 = customStage.versusScreenBackgroundColor
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local r = ____customStage_versusScreenBackgroundColor_0.r
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local g = ____customStage_versusScreenBackgroundColor_0.g
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local b = ____customStage_versusScreenBackgroundColor_0.b
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backgroundColor = Color(r, g, b)
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end
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versusScreenBackgroundSprite.Color = backgroundColor
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local dirtSpotColor = VERSUS_SCREEN_DIRT_SPOT_COLORS[DEFAULT_STAGE_ID]
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if customStage.versusScreenDirtSpotColor ~= nil then
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local ____customStage_versusScreenDirtSpotColor_1 = customStage.versusScreenDirtSpotColor
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local r = ____customStage_versusScreenDirtSpotColor_1.r
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local g = ____customStage_versusScreenDirtSpotColor_1.g
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local b = ____customStage_versusScreenDirtSpotColor_1.b
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dirtSpotColor = Color(r, g, b)
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end
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versusScreenDirtSpotSprite.Color = dirtSpotColor
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for ____, sprite in ipairs({versusScreenBackgroundSprite, versusScreenDirtSpotSprite, versusScreenSprite}) do
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sprite:Play(VERSUS_SCREEN_ANIMATION_NAME, true)
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sprite.PlaybackSpeed = VANILLA_VERSUS_PLAYBACK_SPEED
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end
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end
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local function finishVersusScreenAnimation(self)
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local hud = game:GetHUD()
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v.run.showingBossVersusScreen = false
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unpause(nil)
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hud:SetVisible(true)
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sfxManager:Play(SoundEffect.CASTLE_PORTCULLIS)
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end
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function ____exports.versusScreenPostRender(self)
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if not v.run.showingBossVersusScreen then
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return
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end
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if versusScreenSprite:IsFinished(VERSUS_SCREEN_ANIMATION_NAME) then
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finishVersusScreenAnimation(nil)
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return
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end
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local room = game:GetRoom()
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local centerPos = room:GetCenterPos()
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local position = Isaac.WorldToRenderPosition(centerPos)
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versusScreenBackgroundSprite:RenderLayer(BACKGROUND_ANM2_LAYER, position)
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versusScreenBackgroundSprite:Update()
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versusScreenSprite:RenderLayer(OVERLAY_ANM2_LAYER, position)
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versusScreenDirtSpotSprite:RenderLayer(BOSS_DIRT_SPOT_ANM2_LAYER, position)
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/**
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export declare function setRockDisplay(textCallback: (rock: GridEntityRock) => string): void;
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export declare function setPitDisplay(textCallback: (pit: GridEntityPit) => string): void;
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export declare function setSpikesDisplay(textCallback: (spikes: GridEntitySpikes) => string): void;
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/**
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* After using the "tntDisplay" console command, text will be drawn on each TNT for debugging
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* purposes. Use this function to specify a callback function that will returns the string that
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export declare function setTNTDisplay(textCallback: (tnt: GridEntityTNT) => string): void;
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/**
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* After using the "poopDisplay" console command, text will be drawn on each poop for debugging
|
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* purposes. Use this function to specify a callback function that will returns the string that
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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* mod in order for this console command to work.
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*/
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export declare function setPoopDisplay(textCallback: (poop: GridEntityPoop) => string): void;
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/**
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* After using the "poopDisplay" console command, text will be drawn on each poop for debugging
|
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* purposes. Use this function to specify a callback function that will returns the string that
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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* mod in order for this console command to work.
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export declare function setDoorDisplay(textCallback: (door: GridEntityDoor) => string): void;
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/**
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* After using the "pressurePlateDisplay" console command, text will be drawn on each pressure plate
|
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export declare function setPressurePlateDisplay(textCallback: (pressurePlate: GridEntityPressurePlate) => string): void;
|
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/**
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|
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* "playerDisplay" custom console command.
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*
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* mod in order for this feature to work.
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export declare function togglePlayerDisplay(): void;
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/**
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* Toggles the debug display for tears. This is the function that runs when you use the
|
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191
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* "tearDisplay" custom console command.
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*
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
|
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* mod in order for this feature to work.
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*/
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export declare function toggleTearDisplay(): void;
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/**
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|
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* "familiarDisplay" custom console command.
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*
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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* mod in order for this feature to work.
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*/
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export declare function toggleFamiliarDisplay(): void;
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/**
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* "bombDisplay" custom console command.
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*
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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* mod in order for this feature to work.
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*/
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export declare function toggleBombDisplay(): void;
|
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/**
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* Toggles the debug display for pickups. This is the function that runs when you use the
|
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|
* "pickupDisplay" custom console command.
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*
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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* mod in order for this feature to work.
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*/
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export declare function togglePickupDisplay(): void;
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/**
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* Toggles the debug display for slots. This is the function that runs when you use the
|
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* "slotDisplay" custom console command.
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*
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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* mod in order for this feature to work.
|
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*/
|
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156
228
|
export declare function toggleSlotDisplay(): void;
|
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229
|
/**
|
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230
|
* Toggles the debug display for lasers. This is the function that runs when you use the
|
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231
|
* "laserDisplay" custom console command.
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*
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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* mod in order for this feature to work.
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*/
|
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|
export declare function toggleLaserDisplay(): void;
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/**
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* Toggles the debug display for knives. This is the function that runs when you use the
|
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|
* "knifeDisplay" custom console command.
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+
*
|
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+
* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
|
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* mod in order for this feature to work.
|
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*/
|
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export declare function toggleKnifeDisplay(): void;
|
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|
/**
|
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246
|
* Toggles the debug display for projectiles. This is the function that runs when you use the
|
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* "projectileDisplay" custom console command.
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*
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+
* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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* mod in order for this feature to work.
|
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*/
|
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export declare function toggleProjectileDisplay(): void;
|
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/**
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* Toggles the debug display for effects. This is the function that runs when you use the
|
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255
|
* "effectDisplay" custom console command.
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+
*
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
|
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* mod in order for this feature to work.
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*/
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export declare function toggleEffectDisplay(): void;
|
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|
/**
|
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* Toggles the debug display for NPCs. This is the function that runs when you use the "npcDisplay"
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* custom console command.
|
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*
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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* mod in order for this feature to work.
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*/
|
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|
export declare function toggleNPCDisplay(): void;
|
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|
/**
|
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270
|
* Toggles the debug display for rocks. This is the function that runs when you use the
|
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|
* "rockDisplay" custom console command.
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*
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* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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* mod in order for this feature to work.
|
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|
*/
|
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|
export declare function toggleRockDisplay(): void;
|
|
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|
/**
|
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188
278
|
* Toggles the debug display for pits. This is the function that runs when you use the "pitDisplay"
|
|
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279
|
* custom console command.
|
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|
+
*
|
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281
|
+
* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
|
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+
* mod in order for this feature to work.
|
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190
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|
*/
|
|
191
284
|
export declare function togglePitDisplay(): void;
|
|
192
285
|
/**
|
|
193
286
|
* Toggles the debug display for spikes. This is the function that runs when you use the
|
|
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287
|
* "spikesDisplay" custom console command.
|
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|
+
*
|
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289
|
+
* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
|
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|
+
* mod in order for this feature to work.
|
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291
|
*/
|
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292
|
export declare function toggleSpikesDisplay(): void;
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/**
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* Toggles the debug display for TNT. This is the function that runs when you use the "tntDisplay"
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* custom console command.
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296
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+
*
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297
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+
* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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+
* mod in order for this feature to work.
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*/
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export declare function toggleTNTDisplay(): void;
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/**
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* Toggles the debug display for poop. This is the function that runs when you use the "poopDisplay"
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* custom console command.
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+
*
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305
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+
* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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306
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+
* mod in order for this feature to work.
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*/
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export declare function togglePoopDisplay(): void;
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/**
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* Toggles the debug display for doors. This is the function that runs when you use the
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* "doorDisplay" custom console command.
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+
*
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313
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+
* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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+
* mod in order for this feature to work.
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*/
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export declare function toggleDoorDisplay(): void;
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/**
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* Toggles the debug display for pressure plates. This is the function that runs when you use the
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* "pressurePlateDisplay" custom console command.
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320
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+
*
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321
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+
* Note that you have to run the `enableExtraConsoleCommands` function once at the beginning of your
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322
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+
* mod in order for this feature to work.
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*/
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export declare function togglePressurePlateDisplay(): void;
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