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- (Arguments with a "=" next to them are optional and default to the specified value when omitted)
- Modified:
- - Color(float R, float G, float B, float A = 1, float RO = 0, float GO = 0, float BO = 0)
- * RO, GO and BO are now in the 0-1 range instead of 0-255
- - EntityPlayer Isaac.GetPlayer(int ID = 0)
- - table Isaac.FindInRadius(Vector Position, float Radius, int Partitions = 0xFFFFFFFF)
- - table Isaac.FindByType(EntityType Type, int Variant = -1, int SubType = -1, bool Cache = false, bool IgnoreFriendly = false)
- - int Isaac.CountEntities(Entity Spawner, EntityType Type = EntityType.ENTITY_NULL, int Variant = -1, int SubType = -1)
- - int Isaac.GetPlayerTypeByName(string Name, boolean Tainted = false)
- - void Font:DrawString(string String, float PositionX, float PositionY, KColor RenderColor, int BoxWidth = 0, bool Center = false)
- - void Font:DrawStringScaled(string String, float PositionX, float PositionY, float ScaleX, float ScaleY, KColor RenderColor, int BoxWidth = 0, bool Center = false)
- - void Font:DrawStringUTF8(string String, float PositionX, float PositionY, KColor RenderColor, int BoxWidth = 0, bool Center = false)
- - void Font:DrawStringScaledUTF8(string String, float PositionX, float PositionY, float ScaleX, float ScaleY, KColor RenderColor, int BoxWidth = 0, bool Center = false)
- - CollectibleType ItemPool:GetCollectible(ItemPoolType PoolType, boolean Decrease = false, int Seed = Random(), CollectibleType DefaultItem = CollectibleType.COLLECTIBLE_NULL)
- - TrinketType ItemPool:GetTrinket(boolean DontAdvanceRNG = false)
- - PillEffect ItemPool:GetPillEffect(PillColor PillColor, EntityPlayer Player = nil)
- - void SFXManager:Play(SoundEffect ID, float Volume = 1, int FrameDelay = 2, boolean Loop = false, float Pitch = 1, float Pan = 0)
- - void TemporaryEffects:AddCollectibleEffect(CollectibleType CollectibleType, boolean AddCostume = true, int Count = 1)
- - void TemporaryEffects:AddTrinketEffect(TrinketType TrinketType, boolean AddCostume = true, int Count = 1)
- - void TemporaryEffects:AddNullEffect(NullItemID NullId, boolean AddCostume = true, int Count = 1)
- - void TemporaryEffects:RemoveCollectibleEffect(CollectibleType CollectibleType, int Count = 1)
- * Count=-1 removes all instances of that effect
- - void TemporaryEffects:RemoveTrinketEffect(TrinketType TrinketType, int Count = 1)
- * Count=-1 removes all instances of that effect
- - void TemporaryEffects:RemoveNullEffect(NullItemID NullId, int Count = 1)
- * Count=-1 removes all instances of that effect
- - Vector Room:FindFreePickupSpawnPosition(Vector Pos, float InitialStep = 0, boolean AvoidActiveEntities = false, boolean AllowPits = false)
- - boolean, Vector Room:CheckLine(Vector Pos1, Vector Pos2, LinecheckMode Mode, int GridPathThreshold = 0, boolean IgnoreWalls = false, boolean IgnoreCrushable = false)
- * Returns 2 values:
- * boolean: true if there are no obstructions between Pos1 and Pos2, false otherwise
- * Vector: first hit position from Pos1 to Pos2 (returns Pos2 if the line didn't hit anything)
- - void MusicManager:Fadein(Music ID, float Volume = 1, float FadeRate = 0.08)
- - void MusicManager:Crossfade(Music ID, float FadeRate = 0.08)
- - void MusicManager:Fadeout(float FadeRate = 0.08)
- - void MusicManager:EnableLayer(int LayerId = 0, boolean Instant = false)
- - void MusicManager:DisableLayer(int LayerId = 0)
- - boolean MusicManager:IsLayerEnabled(int LayerId = 0)
- - void MusicManager:VolumeSlide(float TargetVolume, float FadeRate = 0.08)
- - void Sprite:SetFrame(int Frame)
- - void Sprite:SetFrame(string Anim, int Frame)
- - void Sprite:Render(Vector Pos, Vector TopLeftClamp = Vector.Zero, Vector BottomRightClamp = Vector.Zero)
- - void Sprite:RenderLayer(int LayerId, Vector Pos, Vector TopLeftClamp = Vector.Zero, Vector BottomRightClamp = Vector.Zero)
- - boolean Sprite:IsFinished(string Anim = "")
- - boolean Sprite:IsPlaying(string Anim = "")
- - boolean Sprite:IsOverlayFinished(string Anim = "")
- - boolean Sprite:IsOverlayPlaying(string Anim = "")
- - void Sprite:Load(string Path, boolean LoadGraphics = true)
- - void Sprite:PlayRandom(int Seed = Random())
- - void Sprite:SetAnimation(string Anim, boolean Reset = true)
- - void Sprite:SetOverlayAnimation(string Anim, boolean Reset = true)
- - KColor Sprite:GetTexel(Vector SamplePos, Vector RenderPos, float AlphaThreshold = 0.01, int LayerId = -1)
- - void Game:ChangeRoom(int RoomIndex, int Dimension = -1)
- - void Game:Fart(Vector Position, float Radius = 85, Entity Source = nil, float FartScale = 1, int FartSubType = 0, Color FartColor = Color.Default)
- - void Game:BombDamage(Vector Position, float Damage, float Radius, boolean LineCheck = true, Entity Source = nil, BitSet128 TearFlags = TearFlags.TEAR_NORMAL, int DamageFlags = DamageFlag.DAMAGE_EXPLOSION, boolean DamageSource = false)
- - void Game:BombExplosionEffects(Vector Position, float Damage, BitSet128 TearFlags = TearFlags.TEAR_NORMAL, Color Color = Color.Default, Entity Source = nil, float RadiusMult = 1, boolean LineCheck = true, boolean DamageSource = false, int DamageFlags = DamageFlag.DAMAGE_EXPLOSION)
- - void Game:BombTearflagEffects(Vector Position, float Radius, BitSet128 TearFlags, Entity Source = nil, float RadiusMult = 1)
- - void Game:SpawnParticles(Vector Pos, EffectVariant ParticleType, int NumParticles, float Speed, Color Color = Color.Default, float Height = 100000, int SubType = 0)
- - void Game:StartRoomTransition(int RoomIndex, Direction Direction, RoomTransitionAnim Animation = RoomTransitionAnim.WALK, EntityPlayer Player = nil, int Dimension = -1)
- - void Game:UpdateStrangeAttractor(Vector Position, float Force = 10, float Radius = 250)
- - void Game:ShowHallucination(int FrameCount, BackdropType Backdrop = BackdropType.NUM_BACKDROPS)
- - const RoomDescriptor Level:GetRoomByIdx(int RoomIdx, int Dimension = -1)
- * Dimension: ID of the dimension to get the room from
- * -1: Current dimension
- * 0: Main dimension
- * 1: Secondary dimension, used by Downpour mirror dimension and Mines escape sequence
- * 2: Death Certificate dimension
- - int Level:QueryRoomTypeIndex(RoomType RoomType, boolean Visited, RNG rng, boolean IgnoreGroup = false)
- * IgnoreGroup: If set to true, includes rooms that do not have the same group ID as the current room (currently unused)
- - void Level:ChangeRoom(int RoomIndex, int Dimension = -1)
- - void Sprite:RenderLayer(int LayerId, Vector Pos, Vector TopLeftClamp = Vector.Zero, Vector BottomRightClamp = Vector.Zero)
- - void EntityFamiliar:PickEnemyTarget(float MaxDistance, int FrameInterval = 13, int Flags = 0, Vector ConeDir = Vector.Zero, float ConeAngle = 15)
- * Flags: A combination of the following flags (none of these are set by default)
- * 1: Allow switching to a better target even if we already have one
- * 2: Don't prioritize enemies that are close to our owner
- * 4: Prioritize enemies with higher HP
- * 8: Prioritize enemies with lower HP
- * 16: Give lower priority to our current target (this makes us more likely to switch between targets)
- * ConeDir: If ~= Vector.Zero, searches for targets in a cone pointing in this direction
- * ConeAngle: If ConeDir ~= Vector.Zero, sets the half angle of the search cone in degrees (45 results in a search angle of 90 degrees)
- - void EntityNPC:MakeChampion(int Seed, ChampionColor ChampionColorIdx = -1, boolean Init = false)
- * ChampionColorIdx: The type of champion to turn this enemy into (-1 results in a random champion type)
- * Init: Set to true when called while initializing the enemy, false otherwise
- - boolean EntityPickup:TryOpenChest(EntityPlayer Player = nil)
- * Player: The player that opened this chest
- - void EntityPickup::Morph(EntityType Type, int Variant, int SubType, boolean KeepPrice = false, boolean KeepSeed = false, boolean IgnoreModifiers = false)
- * KeepSeed: If set to true, keeps the initial RNG seed of the pickup instead of rerolling it
- * IgnoreModifiers: If set to true, ignores item effects that might turn this pickup into something other than the specificed variant and subtype
- - void EntityPlayer:AddCollectible(CollectibleType Type, int Charge = 0, boolean AddConsumables = true, ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY, int VarData = 0)
- * Slot: Sets the active slot this collectible should be added to
- * VarData: Sets the variable data for this collectible (this is used to store extra data for some active items like the number of uses for Jar of Wisps)
- - void EntityPlayer:RemoveCollectible(CollectibleType Type, bool IgnoreModifiers = false, ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY, bool RemoveFromPlayerForm = true)
- * IgnoreModifiers: Ignores collectible effects granted by other items (i.e. Void)
- * Slot: Sets the active slot this collectible should be removed from
- * RemoveFromPlayerForm: If successfully removed and part of a transformation, decrease that transformation's counter by 1
- - void EntityPlayer:AddTrinket(TrinketType Type, boolean AddConsumables = true)
- - CollectibleType EntityPlayer:GetActiveItem(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
- - int EntityPlayer:GetActiveCharge(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
- - int EntityPlayer:GetBatteryCharge(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
- - int EntityPlayer:GetActiveSubCharge(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
- - void EntityPlayer:SetActiveCharge(int Charge, ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
- - void EntityPlayer:DischargeActiveItem(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
- - boolean EntityPlayer:NeedsCharge(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
- - boolean EntityPlayer:FullCharge(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY, boolean Force = false)
- * Force: If set, items will always be charged even if they normally cannot be recharged by batteries
- - void EntityPlayer:CheckFamiliar(int FamiliarVariant, int TargetCount, RNG rng, ItemConfig::Item SourceItem = nil, int FamiliarSubType = -1)
- * SourceItem: The item this type of familiar was created by
- * FamiliarSubType: The subtype of the familiar to check (-1 matches any subtype)
- - void EntityPlayer:UseActiveItem(CollectibleType Item, UseFlag UseFlags = 0, ActiveSlot Slot = -1)
- or
- - void EntityPlayer:UseActiveItem(CollectibleType Item, boolean ShowAnim = false, boolean KeepActiveItem = false, boolean AllowNonMainPlayer = true, boolean ToAddCostume = false, ActiveSlot Slot = -1)
- * Slot: The active slot this item was used from (set to -1 if this item wasn't triggered by any active slot)
- - void EntityPlayer:UseCard(Card ID, UseFlag UseFlags = 0)
- - void EntityPlayer:UsePill(PillEffect ID, PillColor PillColor, UseFlag UseFlags = 0)
- - boolean EntityPlayer:HasInvincibility(DamageFlag Flags = 0)
- - MultiShotParams EntityPlayer:GetMultiShotParams(WeaponType WeaponType = WeaponType.WEAPON_TEARS)
- - boolean EntityPlayer:CanAddCollectible(CollectibleType Type = CollectibleType.COLLECTIBLE_NULL)
- - EntityBomb EntityPlayer:FireBomb(Vector Position, Vector Velocity, Entity Source = nil)
- - EntityLaser EntityPlayer:FireBrimstone(Vector Position, Entity Source = nil, float DamageMultiplier = 1)
- - EntityKnife EntityPlayer:FireKnife(Entity Parent, float RotationOffset = 0, boolean CantOverwrite = false, int SubType = 0, int Variant = 0)
- - EntityTear EntityPlayer:FireTear(Vector Position, Vector Velocity, boolean CanBeEye = true, boolean NoTractorBeam = false, boolean CanTriggerStreakEnd = true, Entity Source = nil, float DamageMultiplier = 1)
- - EntityLaser EntityPlayer:FireTechLaser(Vector Position, LaserOffset OffsetID, Vector Direction, boolean LeftEye, boolean OneHit = false, Entity Source = nil, float DamageMultiplier = 1)
- - EntityLaser EntityPlayer:FireTechXLaser(Vector Position, Vector Direction, float Radius, Entity Source = nil, float DamageMultiplier = 1)
- - void EntityPlayer:QueueItem(ItemConfig::Item Item, int Charge = 0, boolean Touched = false, bool Golden = false, int VarData = 0)
- - TearParams EntityPlayer:GetTearHitParams(WeaponType WeaponType, float DamageScale = 1, int TearDisplacement = 1, Entity Source = nil)
- - void EntityPlayer:AnimateCard(Card ID, string AnimName = "Pickup")
- - void EntityPlayer:AnimatePill(PillColor ID, string AnimName = "Pickup")
- - void EntityPlayer:AnimateTrinket(TrinketType ID, string AnimName = "Pickup", string SpriteAnimName = "PlayerPickupSparkle")
- - void EntityPlayer:AnimateCollectible(CollectibleType ID, string AnimName = "Pickup", string SpriteAnimName = "PlayerPickupSparkle")
- - boolean EntityPlayer:HasCollectible(CollectibleType Type, boolean IgnoreModifiers = false)
- * IgnoreModifiers: If set to true, only counts collectibles the player actually owns and ignores effects granted by items like Zodiac, 3 Dollar Bill and Lemegeton
- - int EntityPlayer:GetCollectibleNum(CollectibleType Type, boolean IgnoreModifiers = false)
- * IgnoreModifiers: Same as above
- - boolean EntityPlayer:HasTrinket(TrinketType Type, boolean IgnoreModifiers = false)
- * IgnoreModifiers: If set to true, only counts trinkets the player actually holds and ignores effects granted by other items
- - int EntityPlayer:GetMaxPocketItems()
- * Fixed spelling (previous spelling no longer exists)
- - void EntityPlayer:DropPocketItem(int Slot, Vector Position)
- * Fixed spelling (previous spelling no longer exists)
- Added:
- - include(string Path)
- * Same as require() but only works with .lua files and always loads the specified file even if it was previously loaded
- * Returns any values returned from the included file
- * Using include() instead of require() to load extra scripts is recommended, require() should be now reserved for internal modules (such as json)
- - string Sprite:GetAnimation()
- - string Sprite:GetOverlayAnimation()
- - HUD Game:GetHUD()
- - void HUD:FlashChargeBar(EntityPlayer Player, ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
- * Causes the charge bar of the active item in the specified slot to blink as if it had gained charges
- - void HUD:InvalidateActiveItem(EntityPlayer Player, ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
- * Forces the specified active item slot to update, this might be useful for functions that modify an active item slot without directly giving or removing items
- - void HUD:InvalidateCraftingItem(EntityPlayer Player)
- * Forces the crafting output from Bag of Crafting to update (this might become useful in the future)
- - boolean HUD:IsVisible()
- - void HUD:SetVisible(boolean Visible)
- - void HUD:ShowItemText(EntityPlayer Player, ItemConfig.Item Item)
- * Shows the pickup text for the specified item as if it was picked up by the specified player
- - void HUD:ShowItemText(string Name, string Description = "", boolean Paper = false)
- * Shows a custom pickup text
- * If Paper is set to true, displays the description on a small piece of paper, similarly to curses
- - void HUD:ShowFortuneText(...)
- * Accepts a sequence of up to 32 strings, where each string is a line of text
- * Passing more than 7 lines will result in them not being displayed properly since the fortune paper does not dynamically stretch to accomodate the extra lines yet
- - void HUD:AssignPlayerHUDs()
- * Forces all player HUDs to be reassigned (this can be useful when extra players are spawned in unconventional ways)
- - RNG GridEntity:GetRNG()
- - Sprite GridEntity:GetSprite()
- - int PlayerTypes.ActiveItemDesc.TimedRechargeCooldown
- - float PlayerTypes.ActiveItemDesc.PartialCharge
- - int PlayerTypes.ActiveItemDesc.VarData
- - int EntityPickup.OptionsPickupIndex
- - void EntityPlayer:ChangePlayerType(PlayerType Type)
- * This will attempt to merge forms when called on characters like Jacob and Esau
- * This currently does not work correctly when changing from/to certain characters (i.e. Tainted Isaac)
- - void EntityPlayer:AddBrokenHearts(int Num)
- - int EntityPlayer:GetBrokenHearts()
- - void EntityPlayer:AddRottenHearts(int Num)
- * Num is the number of hearts to add x2, even though rotten hearts are only worth half a heart (for example AddRottenHearts(4) will add 2 rotten hearts)
- - int EntityPlayer:GetRottenHearts()
- * This returns the actual number of rotten hearts (for example this returns 2 if the player has 2 rotten hearts)
- - boolean EntityPlayer:CanPickRottenHearts()
- * Returns true if the player can pick up rotten hearts, false otherwise
- - void EntityPlayer:AddSoulCharge(int Num)
- * Bethany's soul heart charges
- - void EntityPlayer:SetSoulCharge(int Num)
- - int EntityPlayer:GetSoulCharge()
- - int EntityPlayer:GetEffectiveSoulCharge()
- * This returns the number of soul charges when called on Bethany, 0 otherwise
- - void EntityPlayer:AddBloodCharge(int Num)
- * Tainted Bethany's blood charges
- - void EntityPlayer:SetBloodCharge(int Num)
- - int EntityPlayer:GetBloodCharge()
- - int EntityPlayer:GetEffectiveBloodCharge()
- * This returns the number of blood charges when called on Tainted Bethany, 0 otherwise
- - EntityPlayer EntityPlayer:GetMainTwin()
- * When called on Jacob or Esau, returns Jacob
- * When called on Tainted Forgotten or Tainted Forgotten's Soul, returns Tainted Forgotten
- * When called on any other character, returns that character
- - EntityPlayer EntityPlayer:GetOtherTwin()
- * When called on Jacob, returns Esau
- * When called on Esau, returns Jacob
- * When called on Tainted Forgotten, returns Tainted Forgotten's Soul
- * When called on Tainted Forgotten's Soul, returns Tainted Forgotten
- * When called on any other character, returns nil
- - boolean EntityPlayer:TryHoldEntity(Entity Ent)
- * Attempts to pick up the given entity, returns true on success
- * Currently only works with some entity types, mainly bombs and enemies
- - Entity EntityPlayer:ThrowHeldEntity(Vector Velocity)
- * If holding an entity, throws it in the specified direction and returns it, otherwise returns nil
- - EntityFamiliar EntityPlayer:AddFriendlyDip(int Subtype, Vector Position)
- * Spawns a friendly dip from Dirty Mind
- - EntityFamiliar EntityPlayer:ThrowFriendlyDip(int Subtype, Vector Position, Vector Target = Vector.Zero)
- * Spawns a friendly dip from Dirty Mind and throws it towards the specified target
- * If Target = Vector.Zero, throws the spawned dip in a random direction
- - EntityFamiliar EntityPlayer:AddWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false, boolean DontUpdate = false)
- * Spawns a Book of Virtues wisp
- * Subtype is generally the ID of the active item to spawn a wisp from
- * Wisps with a special ID (for example "s0" in wisps.xml) can be spawned with the subtype 0x10000 + X where X is the number after the "s"
- * If AdjustOrbitLayer is set to true, allows wisps to spawn outside of their usual orbit if their assigned orbit is full
- * If DontUpdate is set to true, the spawned wisp will not update immediately, this allows certain properties to be set on the first frame before the wisp is fully initialized
- - EntityFamiliar EntityPlayer:AddItemWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false)
- * Spawns a Lemegeton wisp
- * Subtype is the ID of the passive item to mimic
- - void EntityPlayer:TriggerBookOfVirtues(CollectibleType Type = CollectibleType.COLLECTIBLE_NULL)
- * Triggers the extra effect granted by Book of Virtues for the given active item
- - EntityFamiliar EntityPlayer:AddSwarmFlyOrbital(Vector Position)
- * Spawns a defensive fly from The Swarm
- - int EntityPlayer:GetNumGigaBombs()
- * Returns the number of giga bombs held
- - void EntityPlayer:AddGigaBombs(int Num)
- * Turns the given number of bombs into giga bombs
- * This does not actually increase the number of bombs held, to actually add bombs, AddBombs should be called first
- - CollectibleType EntityPlayer:GetModelingClayEffect()
- * Returns the current passive item mimicked by Modeling Clay (COLLECTIBLE_NULL if no effect is being mimicked)
- - void EntityPlayer:AddCurseMistEffect()
- * Disables all item effects similarly to the abandoned mineshaft in Mines II
- * This also temporarily removes consumables and pocket items
- - void EntityPlayer:RemoveCurseMistEffect()
- * Reenables item effects removed by AddCurseMistEffect
- * Also attempts to restore consumables and pocket items removed by AddCurseMistEffect
- - boolean EntityPlayer:HasCurseMistEffect()
- * Returns true if the player's item effects are currently being disabled
- - boolean EntityPlayer:IsCoopGhost()
- * Returns true if the player is a co-op ghost
- - EntityFamiliar EntityPlayer:AddMinisaac(Vector Position, boolean PlayAnim = true)
- * Spawns a mini Isaac from Giant Cell
- * If PlayAnim is set to false, skips the appear animation for the familiars
- - void EntityPlayer:SetPocketActiveItem(CollectibleType Type, ActiveSlot Slot = ActiveSlot.SLOT_POCKET, boolean KeepInPools = false)
- * Sets the player's pocket active item to the given active item
- * Slot can be either SLOT_POCKET or SLOT_POCKET2
- * Items added to SLOT_POCKET2 will always be removed upon being used
- * If KeepInPools is set to true, the item will not be removed from the item pools
- - void Entity_Tear:AddTearFlags(BitSet128 Flags)
- - void Entity_Tear:ClearTearFlags(BitSet128 Flags)
- - boolean Entity_Tear:HasTearFlags(BitSet128 Flags)
- - void Entity_Bomb:AddTearFlags(BitSet128 Flags)
- - void Entity_Bomb:ClearTearFlags(BitSet128 Flags)
- - boolean Entity_Bomb:HasTearFlags(BitSet128 Flags)
- - void Entity_Laser:AddTearFlags(BitSet128 Flags)
- - void Entity_Laser:ClearTearFlags(BitSet128 Flags)
- - boolean Entity_Laser:HasTearFlags(BitSet128 Flags)
- - void Entity_Knife:AddTearFlags(BitSet128 Flags)
- - void Entity_Knife:ClearTearFlags(BitSet128 Flags)
- - boolean Entity_Knife:HasTearFlags(BitSet128 Flags)
- - void Entity_Projectile:ClearProjectileFlags(int Flags)
- - boolean Entity_Projectile:HasProjectileFlags(int Flags)
- - int ItemConfig.Item.InitCharge
- - int ItemConfig.Item.ChargeType (see ItemConfig.CHARGE_* enums)
- - int ItemConfig.Item.ShopPrice
- - boolean ItemConfig.Item.PassiveCache
- - boolean ItemConfig.Item.AddCostumeOnPickup
- - boolean ItemConfig.Item.Hidden
- - boolean ItemConfig.Item.PersistentEffect
- - boolean ItemConfig.Item.ClearEffectsOnRemove
- - int ItemConfig.Item.Tags (see ItemConfig.TAG_* enums)
- - int ItemConfig.Item.Quality
- - boolean ItemConfig.Item:HasTags(int Tags)
- Removed:
- - int PlayerTypes.ActiveItemDesc.Lock
- - boolean EntityPickup.TheresOptionsPickup (use EntityPickup.OptionsPickupIndex instead)
- - RNG GridEntity.RNG
- - Sprite GridEntity.Sprite
- - boolean EntityKnife.IsFlying (was redundant due to the EntityKnife:IsFlying() method)
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