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- General changes:
- - Fixed custom sounds not working
- - Fixed several methods from the TemporaryEffects class crashing the game
- - Fixed mods re-enabling themselves upon updating
- - Added support for USE_NOANIM and USE_NOCOSTUME to EntityPlayer:AddCard and EntityPlayer:AddPill
- - Fixed a crash caused by EntityPlayer:GetBombVariant
- - Modified MC_EXECUTE_CMD Lua callback to provide a reference to the player that ran the command
- - Removed ItemConfig:GetCostumes() (it never actually did anything)
- - Added missing STATE_ATTACK5 enum from NpcState
- - Fixed all NpcState enums after STATE_ATTACK4 having an incorrect value
- - Renamed TRINKET_FIRECRACKER and TRINKET_GIANT_BEAN enums to TRINKET_SHORT_FUSE and TRINKET_GIGANTE_BEAN
- - Increased max animations per ANM2 file from 64 to 256
- - Console commands now refer to items, cards, pills and entities by their English name regardless of the current language settings
- - Added a "Force Water" hint entity (970.1.11) which forces the current room to be flooded regardless of the current level
- - Added PoopSpellType and LaserSubType enums
- - Shaders now accept the #version preprocessor directive, however the "lowp" and "mediump" keywords must be removed if any preprocessor directive is present (these never actually did anything on PC)
- New bindings:
- - float Isaac.GetScreenWidth()
- - float Isaac.GetScreenHeight()
- - float Isaac.GetScreenPointScale()
- - void EntityPlayer:AnimatePickup(Sprite Sprite, boolean HideShadow = false, string AnimName = "Pickup")
- * Plays a pickup animation using any supplied Sprite object
- * HideShadow should be usually set to true when rendering a sprite with a custom shadow layer
- - void EntityPlayer:UsePoopSpell(PoopSpellType Type)
- * Triggers one of Tainted ???'s poop spells (see PoopSpellType enum)
- - int EntityPlayer:GetMaxPoopMana()
- * Returns the max amount of poop consumables that can be held by the player
- - void EntityPlayer:AddPoopMana(int Num)
- * Adds (or remove) poop consumables from the player
- - int EntityPlayer:GetPoopMana()
- * Returns how many poop consumables the player is currently holding
- - float EntityPlayer.TearRange
- * Can be used to get or set the player's tear range in MC_EVALUATE_CACHE
- - PoopSpellType EntityPlayer:GetPoopSpell(int Position)
- * Returns the poop spell at the given position in the player's spell queue
- - boolean Room:TrySpawnDevilRoomDoor(boolean Animate = false, boolean Force = false)
- * Attempts to spawn a door to the devil or angel room
- * This usually does nothing inside of non-boss rooms unless Force is set to true
- - boolean Room:TrySpawnBossRushDoor(boolean IgnoreTime = false, boolean Force = false)
- * Attempts to spawn a door to the boss rush
- * This usually does nothing outside of Mom's boss room unless Force is set to true
- - boolean Room:TrySpawnMegaSatanRoomDoor(boolean Force = false)
- * Attempts to spawn a door to Mega Satan
- * This usually does nothing outside of the starting room of the Chest/Dark Room unless Force is set to true
- - boolean Room:TrySpawnBlueWombDoor(boolean FirstTime = true, boolean IgnoreTime = false, boolean Force = false)
- * Attempts to spawn a door to the Blue Womb
- * This usually does nothing outside of Mom's Heart's boss room unless Force is set to true
- - boolean Room:TrySpawnTheVoidDoor(boolean Force = false)
- * Attempts to spawn a door to a room containing a Void portal
- * This usually does nothing outside of Hush's boss room unless Force is set to true
- - boolean Room:TrySpawnSecretExit(boolean Animate = false, boolean Force = false)
- * Attempts to spawn a door to the Downpour, Mines or Mausoleum depending on the current floor
- * This usually does nothing outside of boss rooms unless Force is set to true
- - boolean Room:TrySpawnSecretShop(boolean Force = false)
- * Attempts to spawn a trapdoor to the Member Card shop within the current room
- * This usually does nothing outside of shops or if the player doesn't hold a Member Card unless Force is set to true
- - boolean Room:TrySpawnSpecialQuestDoor()
- * Attempts to spawn either a door to the Mirror Dimension in Downpour, or the abandoned mineshaft in the Mines
- - void Room:TriggerClear(boolean Silent = false)
- * Triggers all room clear effects (does not actually clear the room)
- * Door opening sounds can be muted by setting Silent to true
- - boolean Room:HasLava()
- * Returns true if the room contains lava pits
- - float Room:GetLavaIntensity()
- * Usually returns 1, unless the lava is in the process of being cooled down by Flush! or other room flooding effects, in which case this will gradually decrease down to 0
- - void Room:StopRain()
- * Stops any rain effects in the room
- - Vector Room:GetWaterCurrent()
- * Returns a vector corresponding to any water current in the room
- - void Room:InvalidatePickupVision()
- * Causes chest previews from Guppy's Eye to be updated on the next frame
- - boolean Room:IsMirrorWorld()
- * Returns true if the player is inside the mirror dimension
- - boolean Room:HasCurseMist()
- * Returns true if the player is inside the abandoned mineshaft
- - boolean Level:MakeRedRoomDoor(int CurrentRoomIdx, DoorSlot Slot)
- * Attempts to create a red room door in the given room at the given door slot
- * Returns true on success
- - float Level:GetPlanetariumChance()
- * Returns the probability of getting a Planetarium (in the 0-1 range)
- - boolean Level:IsAscent()
- * Returns true if the player is in the Ascent
- - boolean Level:IsPreAscent()
- * Returns true if the player is in the version of Mausoleum/Gehenna II leading to the Ascent
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