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Binding of Isaac - Afterbirth+ Lua Reference/Guide
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Public Member Functions | |
| RenderGlow (Vector position) | |
| RenderBody (Vector position) | |
| RenderHead (Vector position) | |
| RenderTop (Vector position) | |
| string | GetName () |
| AddMaxHearts (integer MaxHearts, boolean IgnoreKeeper) | |
| boolean | HasFullHearts () |
| boolean | HasFullHeartsAndSoulHearts () |
| AddHearts (integer Hearts) | |
| AddEternalHearts (integer EternalHearts) | |
| AddSoulHearts (integer SoulHearts) | |
| AddBlackHearts (integer BlackHearts) | |
| RemoveBlackHeart (integer BlackHeart) | |
| boolean | IsBlackHeart (integer Heart) |
| AddJarHearts (integer Hearts) | |
| integer | GetJarHearts () |
| AddJarFlies (integer Flies) | |
| integer | GetJarFlies () |
| AddCoins (integer Amount) | |
| AddBombs (integer Amount) | |
| AddKeys (integer Amount) | |
| AddGoldenKey () | |
| RemoveGoldenKey () | |
| AddGoldenBomb () | |
| RemoveGoldenBomb () | |
| AddGoldenHearts (integer Hearts) | |
| Entity & | AddBlueSpider (Vector Position) |
| Entity & | ThrowBlueSpider (Vector Position, Vector Target) |
| RemoveBlueSpider () | |
| Entity & | AddBlueFlies (integer Amount, Vector Position, Entity Target) |
| RemoveBlueFly () | |
| AddPrettyFly () | |
| boolean | TryUseKey () |
| AddCostume (Config::Item Item, boolean ItemStateOnly) | |
| AddNullCostume (Config::NullItemID NullId) | |
| for Lua More... | |
| RemoveCostume (Config::Item Item) | |
| RemoveSkinCostume () | |
| ClearCostumes () | |
| QueueItem (Config::Item Item, integer Charge, boolean Touched) | |
| Add Collectible/Trinket after animation is finished. More... | |
| boolean | FlushQueueItem () |
| called after animation is finished, or on special occasions to prevent bugs More... | |
| boolean | IsItemQueueEmpty () |
| AddCollectible (CollectibleType Type, integer Charge, boolean AddConsumables) | |
| integer | GetCollectibleCount () |
| AddTrinket (TrinketType Type) | |
| s32 GetCollectibleNum( eCollectibleType Collectible ) const; More... | |
| boolean | TryRemoveTrinket (TrinketType Type) |
| DropTrinket (Vector DropPos, boolean ReplaceTick) | |
| integer | GetMaxTrinkets () |
| integer | GetMaxPoketItems () |
| DropPoketItem (integer PocketNum, Vector Pos) | |
| RemoveCollectible (CollectibleType Type) | |
| ClearTemporaryEffects () | |
| Will be called when player exits the room. More... | |
| DonateLuck (integer Luck) | |
| boolean | CanPickBlackHearts () |
| returns true if player has room for more black hearts More... | |
| boolean | CanPickGoldenHearts () |
| returns true if player has room for more golden hearts More... | |
| CollectibleType | GetActiveItem () |
| TODO: Replace those calls with new class/structure that contains all item information. More... | |
| integer | GetActiveCharge () |
| integer | GetBatteryCharge () |
| integer | GetActiveSubCharge () |
| SetActiveCharge (integer Charge) | |
| DischargeActiveItem () | |
| boolean | NeedsCharge () |
| boolean | FullCharge () |
| return true if the item was fully charged, false otherwise. If player has battery it will first try to fill first charge slot, then the battery slot. More... | |
| const PlayerPocketItem & | GetPocketItem (integer SlotId) |
| AddCard (Card Card) | |
| AddPill (PillColor Pill) | |
| Card | GetCard (integer SlotId) |
| PillColor | GetPill (integer SlotId) |
| SetCard (integer SlotId, Card Card) | |
| SetPill (integer SlotId, PillColor Pill) | |
| boolean | HasCollectible (CollectibleType Type) |
| integer | GetCollectibleNum (CollectibleType Type) |
| boolean | HasTrinket (TrinketType Type) |
| boolean | HasPlayerForm (PlayerForm Form) |
| boolean | CanAddCollectible () |
| boolean | TryHoldTrinket (TrinketType Type) |
| SetFullHearts () | |
| AddCacheFlags (integer Flags) | |
| Reevaluate Damage, Firerate, Shot speed. More... | |
| EvaluateItems () | |
| RespawnFamiliars () | |
| Entity & | GetNPCTarget () |
| Direction | GetMovementDirection () |
| Direction | GetFireDirection () |
| Direction | GetHeadDirection () |
| const Vector & | GetAimDirection () |
| const Vector & | GetMovementVector () |
| const Vector & | GetRecentMovementVector () |
| Returns the joystick direction that drives player movement, taking into account certain modifiers like disabled controls and seed effects. More... | |
| Vector | GetMovementJoystick () |
| Vector | GetShootingJoystick () |
| boolean | AreOpposingShootDirectionsPressed () |
| Returns the non-zero joystick direction from the most recent movement input, but goes to zero after the player comes to a stop. More... | |
| const Vector & | GetLastDirection () |
| const Vector & | GetVelocityBeforeUpdate () |
| float | GetSmoothBodyRotation () |
| float | GetTearPoisonDamage () |
| integer | GetBombFlags () |
| EntityBomb::BombVariant | GetBombVariant (integer TearFlags, boolean ForceSmallBomb) |
| Pass tear flags to add extra effects to the bomb visual like burn -> hot bombs, even if player doesn't have Hot Bombs collectible. ForceSmallBomb will override large bomb variants for TEAR_PERSISTENT. More... | |
| TearParams | GetTearHitParams (WeaponType WeaponType, float DamageScale, integer TearDisplacement) |
| integer | GetHearts () |
| integer | GetMaxHearts () |
| integer | GetSoulHearts () |
| integer | GetBlackHearts () |
| integer | GetEternalHearts () |
| This does not return the # of black hearts, this returns the bit mask for which soul hearts are black hearts. More... | |
| integer | GetExtraLives () |
| integer | GetNumBombs () |
| integer | GetNumKeys () |
| boolean | HasGoldenKey () |
| boolean | HasGoldenBomb () |
| integer | GetGoldenHearts () |
| integer | GetNumCoins () |
| PlayerType | GetPlayerType () |
| TrinketType | GetTrinket (integer TrinketIndex) |
| integer | GetNumBlueFlies () |
| integer | GetNumBlueSpiders () |
| CollectibleType | GetItemState () |
| UseActiveItem (CollectibleType Item, boolean ShowAnim, boolean KeepActiveItem, boolean AllowNonMainPlayer, boolean ToAddCostume) | |
| integer | GetTearRangeModifier () |
| integer | GetTrinketMultiplier () |
| TemporaryEffects & | GetEffects () |
| boolean | HasWeaponType (WeaponType WeaponType) |
| Entity & | GetActiveWeaponEntity () |
| Entity & | GetTractorBeam () |
| boolean | CanPickupItem () |
| Can Player pick up an item right now? More... | |
| boolean | IsHoldingItem () |
| Is Player holding up an item (card/collectible/etc) More... | |
| boolean | IsHeldItemVisible () |
| Revive () | |
| revive player More... | |
| TryRemoveCollectibleCostume (CollectibleType Collectible, boolean KeepPersistent) | |
| tries to remove a costume based on some filters More... | |
| TryRemoveTrinketCostume (TrinketType Trinket) | |
| tries to remove a costume based on some filters More... | |
| TryRemoveNullCostume (Config::NullItemID NullId) | |
| AnimateCollectible (CollectibleType Collectible, string AnimName, string SpriteAnimName) | |
| AnimateTrinket (TrinketType Trinket, string AnimName, string SpriteAnimName) | |
| AnimateCard (Card Card, string AnimName) | |
| AnimatePill (PillColor Pill, string AnimName) | |
| AnimateTrapdoor () | |
| end of a stage More... | |
| AnimateLightTravel () | |
| end of a stage More... | |
| AnimateAppear () | |
| beginning of a stage More... | |
| AnimateTeleport (boolean Up) | |
| teleport to another room More... | |
| AnimateHappy () | |
| thumbs up More... | |
| AnimateSad () | |
| oh no! More... | |
| AnimatePitfallIn () | |
| Fall into pitfall. More... | |
| AnimatePitfallOut () | |
| Jump out of pitfall. More... | |
| boolean | IsExtraAnimationFinished () |
| StopExtraAnimation () | |
| AddControlsCooldown (integer Cooldown) | |
| PlayExtraAnimation (string Animation) | |
| QueueExtraAnimation (string Animation) | |
| integer | GetDamageCooldown () |
| ResetDamageCooldown () | |
| SetMinDamageCooldown (integer DamageCooldown) | |
| boolean | AreControlsEnabled () |
| UseCard (Card Card) | |
| UsePill (PillEffect PillEffect, PillColor PillColor) | |
| boolean | HasInvincibility () |
| returns true when player is in an invincibility state More... | |
| SetShootingCooldown (integer Cooldown) | |
| SetTargetTrapDoor (GridEntity TrapDoor) | |
| EntityLaser & | FireDelayedBrimstone (float Angle, Entity Parent) |
| const EntityRef & | GetLastDamageSource () |
| integer | GetLastDamageFlags () |
| integer | GetTotalDamageTaken () |
| EntityTear & | FireTear (Vector Position, Vector Velocity, boolean CanBeEye, boolean NoTractorBeam, boolean CanTriggerStreakEnd) |
| EntityBomb & | FireBomb (Vector Position, Vector Velocity) |
| EntityLaser & | FireBrimstone (Vector Direction) |
| EntityLaser & | FireTechLaser (Vector Position, LaserOffset OffsetID, Vector Direction, boolean LeftEye, boolean OneHit) |
| EntityLaser & | FireTechXLaser (Vector Position, Vector Direction, float Radius) |
| EntityKnife & | FireKnife (Entity Parent, float RotationOffset, boolean CantOverwrite, integer SubType) |
| BabySubType | GetBabySkin () |
| boolean | CanShoot () |
| boolean | IsP2Appearing () |
| boolean | IsFullSpriteRendering () |
| RNG & | GetCollectibleRNG (CollectibleType ID) |
| RNG & | GetTrinketRNG (TrinketType ID) |
| RNG & | GetPillRNG (PillEffect ID) |
| RNG & | GetCardRNG (Card ID) |
| AddDeadEyeCharge () | |
| ClearDeadEyeCharge () | |
| CollectibleType | GetZodiacEffect () |
| boolean | IsPosInSpotLight (Vector Position) |
| MultiShotParams | GetMultiShotParams () |
| PosVel | GetMultiShotPositionVelocity (integer LoopIndex, WeaponType Weapon, Vector ShotDirection, float ShotSpeed, MultiShotParams params) |
| Call this function in a loop with values from 0 to MultiShotParams.NumProjectiles-1 (inclusive) More... | |
| Vector | GetFlyingOffset () |
| boolean | WillPlayerRevive () |
| integer | GetLastActionTriggers () |
| float | GetGreedDonationBreakChance () |
| Vector | GetMovementInput () |
| Vector | GetShootingInput () |
| boolean | HasTimedItem () |
| Kept for avoiding modding issues. More... | |
| InitBabySkin () | |
| boolean | CanTurnHead () |
| returns true if head should react to keys or false otherwise More... | |
| CheckFamiliar (integer FamiliarVariant, integer TargetCount, RNG rng) | |
| UpdateCanShoot () | |
| Vector | GetLaserOffset (LaserOffset ID, Vector Direction) |
| Vector | GetTearMovementInheritance (Vector ShotDirection) |
| Vector | GetCostumeNullPos (string NullFrameName, boolean HeadScale, Vector Direction) |
| ReplaceCostumeSprite (Config::Item Item, string SpritePath, integer SpriteId) | |
| AddPlayerFormCostume (PlayerForm Form) | |
| ResetItemState () | |
| Made this public so Room transtiions can call this to prevent lock ups. More... | |
| EntityLaser & | SpawnMawOfVoid (integer Timeout) |
| AddDollarBillEffect () | |
| ShootRedCandle (Vector Direction) | |
| for ghost pepper item + poop and farts More... | |
| DoZitEffect (Vector Direction) | |
| SwapActiveItems () | |
| AddBoneHearts (integer Hearts) | |
| integer | GetBoneHearts () |
| boolean | IsBoneHeart (integer heart) |
| integer | GetEffectiveMaxHearts () |
| integer | GetHeartLimit () |
| boolean | CanPickRedHearts () |
| boolean | CanPickSoulHearts () |
| returns true if player has room for more soul hearts More... | |
| boolean | CanPickBoneHearts () |
| returns true if player has room for more bone hearts More... | |
| boolean | IsSubPlayer () |
| EntityPlayer & | GetSubPlayer () |
Public Member Functions inherited from Entity | |
| table | GetData () |
| Update () | |
| Render (Vector Offset) | |
| boolean | RenderShadowLayer (Vector Offset) |
| PostRender () | |
| boolean | TakeDamage (float Damage, integer Flags, EntityRef Source, integer DamageCountdown) |
| boolean | HasMortalDamage () |
| Kill () | |
| Kills the entity and makes a blood splat or gibs. More... | |
| Die () | |
| Remove () | |
| BloodExplode () | |
| Explodes with gibs and blood. More... | |
| AddVelocity (Vector Velocity) | |
| MultiplyFriction (float Value) | |
| SetColor (KColor KColor, integer Duration, integer Priority, boolean Fadeout, boolean Share) | |
| const KColor & | GetColor () |
| SetSpriteFrame (string AnimationName, integer FrameNum) | |
| SetSpriteOverlayFrame (string AnimationName, integer FrameNum) | |
| SetSize (float Size, Vector SizeMulti, integer NumGridCollisionPoints) | |
| boolean | CollidesWithGrid () |
| boolean | IsEnemy () |
| return true for NPCs that are not controlled by the player More... | |
| boolean | IsActiveEnemy (boolean includeDead) |
| return true for non background NPCs (ex: every enemy except fire and shopkeepers) More... | |
| boolean | IsVulnerableEnemy () |
| return true for enemies that can be damaged More... | |
| boolean | IsFlying () |
| AddEntityFlags (integer Flags) | |
| ClearEntityFlags (integer Flags) | |
| integer | GetEntityFlags () |
| boolean | HasEntityFlags (integer Flags) |
| boolean | HasFullHealth () |
| AddHealth (float HitPoints) | |
| AddPoison (EntityRef Source, integer Duration, float Damage) | |
| AddFreeze (EntityRef Source, integer Duration) | |
| AddSlowing (EntityRef Source, integer Duration, float SlowValue, KColor SlowColor) | |
| Makes the friction higher. More... | |
| AddCharmed (integer Duration) | |
| AddConfusion (EntityRef Source, integer Duration, boolean IgnoreBosses) | |
| AddMidasFreeze (EntityRef Source, integer Duration) | |
| AddFear (EntityRef Source, integer Duration) | |
| AddBurn (EntityRef Source, integer Duration, float Damage) | |
| AddShrink (EntityRef Source, integer Duration) | |
| RemoveStatusEffects () | |
| boolean | Exists () |
| boolean | IsDead () |
| boolean | IsVisible () |
| boolean | IsInvincible () |
| boolean | CanShutDoors () |
| enemies keep the doors shut More... | |
| boolean | IsBoss () |
| bosses display health bar More... | |
| BossId | GetBossID () |
| Entity & | GetLastParent () |
| Entity & | GetLastChild () |
| boolean | HasCommonParentWithEntity (Entity Other) |
| boolean | IsFrame (integer Frame, integer Offset) |
| true every X frames More... | |
| RNG & | GetDropRNG () |
| Sprite & | GetSprite () |
| EntityPlayer | ToPlayer () |
| EntityEffect | ToEffect () |
| EntityNPC | ToNPC () |
| EntityPickup | ToPickup () |
| EntityFamiliar | ToFamiliar () |
| EntityBomb | ToBomb () |
| EntityKnife | ToKnife () |
| EntityLaser | ToLaser () |
| EntityTear | ToTear () |
| EntityProjectile | ToProjectile () |
Public Attributes | |
| const Vector & | TearsOffset |
| boolean | ControlsEnabled |
| integer | ControlsCooldown |
| const EntityDesc & | FriendBallEnemy |
| Vector | SpriteScale |
| const integer | ControllerIndex |
| s32 GetItemStateCooldown( void ) const { return m_ItemStateCooldown; } More... | |
| integer | FireDelay |
| How long until the player can spawn their next tear? More... | |
| integer | MaxFireDelay |
| Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How long between each tear can spawn? More... | |
| float | ShotSpeed |
| Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How fast does the tear travel when spawned? More... | |
| float | Damage |
| Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How much damage do the players tears or other main weapons do? More... | |
| float | TearHeight |
| Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How high above the ground is the tear when it spawns? Affects range. More... | |
| float | TearFallingSpeed |
| Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How fast is the tear moving up or down when it spawns? Affects range. More... | |
| float | TearFallingAcceleration |
| float | MoveSpeed |
| Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How fast can the player move? More... | |
| integer | TearFlags |
| Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How much gravity does the tear have to start? Affects range. More... | |
| KColor | TearColor |
| KColor | LaserColor |
| boolean | CanFly |
| Player stat - Only change this in a callback to MC_EVALUATE_CACHE. Can the player fly over rocks and pits? More... | |
| float | Luck |
| Player stat - Only change this in a callback to MC_EVALUATE_CACHE. Better luck generally means better random events. More... | |
| BabySubType | BabySkin |
| QueueItemData | QueuedItem |
| integer | ItemHoldCooldown |
| Used for avoiding player get stucked between rocks when switching a flying item with other active item. More... | |
| ActiveItemDesc | SecondaryActiveItem |
| integer | HeadFrameDelay |
Public Attributes inherited from Entity | |
| float | Friction |
| loaded from entity config More... | |
| Vector | Position |
| Vector | Velocity |
| const EntityType | Type |
| integer | Variant |
| void SetType(eEntityType Type); More... | |
| integer | SubType |
| EntityType | SpawnerType |
| integer | SpawnerVariant |
| const KColor & | SplatColor |
| boolean | Visible |
| const Vector & | PositionOffset |
| integer | RenderZOffset |
| boolean | FlipX |
| const Vector & | SpriteOffset |
| const Vector & | SpriteScale |
| float | SpriteRotation |
| Vector | SizeMulti |
| float | Mass |
| float | MaxHitPoints |
| float | HitPoints |
| const integer | Index |
| const Vector & | TargetPosition |
| GridCollisionClass | GridCollisionClass |
| EntityCollisionClass | EntityCollisionClass |
| float | CollisionDamage |
| const integer | SpawnGridIndex |
| Entity & | Parent |
| Entity & | Child |
| Entity & | Target |
| Entity & | SpawnerEntity |
| const integer | FrameCount |
| const integer | InitSeed |
| const integer | DropSeed |
| float | DepthOffset |
| EntityPlayer::AddBlackHearts | ( | integer | BlackHearts | ) |
| EntityPlayer::AddBombs | ( | integer | Amount | ) |
| EntityPlayer::AddBoneHearts | ( | integer | Hearts | ) |
| EntityPlayer::AddCacheFlags | ( | integer | Flags | ) |
Reevaluate Damage, Firerate, Shot speed.
| EntityPlayer::AddCard | ( | Card | Card | ) |
| EntityPlayer::AddCoins | ( | integer | Amount | ) |
| EntityPlayer::AddCollectible | ( | CollectibleType | Type, |
| integer | Charge, | ||
| boolean | AddConsumables | ||
| ) |
| EntityPlayer::AddControlsCooldown | ( | integer | Cooldown | ) |
| EntityPlayer::AddCostume | ( | Config::Item | Item, |
| boolean | ItemStateOnly | ||
| ) |
| EntityPlayer::AddDeadEyeCharge | ( | ) |
| EntityPlayer::AddDollarBillEffect | ( | ) |
| EntityPlayer::AddEternalHearts | ( | integer | EternalHearts | ) |
| EntityPlayer::AddGoldenBomb | ( | ) |
| EntityPlayer::AddGoldenHearts | ( | integer | Hearts | ) |
| EntityPlayer::AddGoldenKey | ( | ) |
| EntityPlayer::AddHearts | ( | integer | Hearts | ) |
| EntityPlayer::AddJarFlies | ( | integer | Flies | ) |
| EntityPlayer::AddJarHearts | ( | integer | Hearts | ) |
| EntityPlayer::AddKeys | ( | integer | Amount | ) |
| EntityPlayer::AddMaxHearts | ( | integer | MaxHearts, |
| boolean | IgnoreKeeper | ||
| ) |
| EntityPlayer::AddNullCostume | ( | Config::NullItemID | NullId | ) |
for Lua
| EntityPlayer::AddPill | ( | PillColor | Pill | ) |
| EntityPlayer::AddPlayerFormCostume | ( | PlayerForm | Form | ) |
| EntityPlayer::AddPrettyFly | ( | ) |
| EntityPlayer::AddSoulHearts | ( | integer | SoulHearts | ) |
| EntityPlayer::AddTrinket | ( | TrinketType | Type | ) |
s32 GetCollectibleNum( eCollectibleType Collectible ) const;
| EntityPlayer::AnimateAppear | ( | ) |
beginning of a stage
| EntityPlayer::AnimateCard | ( | Card | Card, |
| string | AnimName | ||
| ) |
| EntityPlayer::AnimateCollectible | ( | CollectibleType | Collectible, |
| string | AnimName, | ||
| string | SpriteAnimName | ||
| ) |
| EntityPlayer::AnimateHappy | ( | ) |
thumbs up
| EntityPlayer::AnimateLightTravel | ( | ) |
end of a stage
| EntityPlayer::AnimatePill | ( | PillColor | Pill, |
| string | AnimName | ||
| ) |
| EntityPlayer::AnimatePitfallIn | ( | ) |
Fall into pitfall.
| EntityPlayer::AnimatePitfallOut | ( | ) |
Jump out of pitfall.
| EntityPlayer::AnimateSad | ( | ) |
oh no!
| EntityPlayer::AnimateTeleport | ( | boolean | Up | ) |
teleport to another room
| EntityPlayer::AnimateTrapdoor | ( | ) |
end of a stage
| EntityPlayer::AnimateTrinket | ( | TrinketType | Trinket, |
| string | AnimName, | ||
| string | SpriteAnimName | ||
| ) |
| boolean EntityPlayer::AreControlsEnabled | ( | ) |
| boolean EntityPlayer::AreOpposingShootDirectionsPressed | ( | ) |
Returns the non-zero joystick direction from the most recent movement input, but goes to zero after the player comes to a stop.
| boolean EntityPlayer::CanAddCollectible | ( | ) |
| boolean EntityPlayer::CanPickBlackHearts | ( | ) |
returns true if player has room for more black hearts
| boolean EntityPlayer::CanPickBoneHearts | ( | ) |
returns true if player has room for more bone hearts
| boolean EntityPlayer::CanPickGoldenHearts | ( | ) |
returns true if player has room for more golden hearts
| boolean EntityPlayer::CanPickRedHearts | ( | ) |
| boolean EntityPlayer::CanPickSoulHearts | ( | ) |
returns true if player has room for more soul hearts
| boolean EntityPlayer::CanPickupItem | ( | ) |
Can Player pick up an item right now?
| boolean EntityPlayer::CanShoot | ( | ) |
| boolean EntityPlayer::CanTurnHead | ( | ) |
returns true if head should react to keys or false otherwise
| EntityPlayer::CheckFamiliar | ( | integer | FamiliarVariant, |
| integer | TargetCount, | ||
| RNG | rng | ||
| ) |
| EntityPlayer::ClearCostumes | ( | ) |
| EntityPlayer::ClearDeadEyeCharge | ( | ) |
| EntityPlayer::ClearTemporaryEffects | ( | ) |
Will be called when player exits the room.
| EntityPlayer::DischargeActiveItem | ( | ) |
| EntityPlayer::DonateLuck | ( | integer | Luck | ) |
| EntityPlayer::DoZitEffect | ( | Vector | Direction | ) |
| EntityPlayer::DropPoketItem | ( | integer | PocketNum, |
| Vector | Pos | ||
| ) |
| EntityPlayer::DropTrinket | ( | Vector | DropPos, |
| boolean | ReplaceTick | ||
| ) |
| EntityPlayer::EvaluateItems | ( | ) |
| EntityBomb& EntityPlayer::FireBomb | ( | Vector | Position, |
| Vector | Velocity | ||
| ) |
| EntityLaser& EntityPlayer::FireBrimstone | ( | Vector | Direction | ) |
| EntityLaser& EntityPlayer::FireDelayedBrimstone | ( | float | Angle, |
| Entity | Parent | ||
| ) |
| EntityKnife& EntityPlayer::FireKnife | ( | Entity | Parent, |
| float | RotationOffset, | ||
| boolean | CantOverwrite, | ||
| integer | SubType | ||
| ) |
| EntityTear& EntityPlayer::FireTear | ( | Vector | Position, |
| Vector | Velocity, | ||
| boolean | CanBeEye, | ||
| boolean | NoTractorBeam, | ||
| boolean | CanTriggerStreakEnd | ||
| ) |
This replaces the protected fire_tear() to allow other entities (Such as bombs) to easily shoot tears in the same manner and with all the effects the player does. (Ex. Sad Bombs)
| EntityLaser& EntityPlayer::FireTechLaser | ( | Vector | Position, |
| LaserOffset | OffsetID, | ||
| Vector | Direction, | ||
| boolean | LeftEye, | ||
| boolean | OneHit | ||
| ) |
| EntityLaser& EntityPlayer::FireTechXLaser | ( | Vector | Position, |
| Vector | Direction, | ||
| float | Radius | ||
| ) |
| boolean EntityPlayer::FlushQueueItem | ( | ) |
called after animation is finished, or on special occasions to prevent bugs
| boolean EntityPlayer::FullCharge | ( | ) |
return true if the item was fully charged, false otherwise. If player has battery it will first try to fill first charge slot, then the battery slot.
| integer EntityPlayer::GetActiveCharge | ( | ) |
| CollectibleType EntityPlayer::GetActiveItem | ( | ) |
TODO: Replace those calls with new class/structure that contains all item information.
| integer EntityPlayer::GetActiveSubCharge | ( | ) |
| Entity& EntityPlayer::GetActiveWeaponEntity | ( | ) |
| const Vector& EntityPlayer::GetAimDirection | ( | ) |
| BabySubType EntityPlayer::GetBabySkin | ( | ) |
| integer EntityPlayer::GetBatteryCharge | ( | ) |
| integer EntityPlayer::GetBlackHearts | ( | ) |
| integer EntityPlayer::GetBombFlags | ( | ) |
| EntityBomb::BombVariant EntityPlayer::GetBombVariant | ( | integer | TearFlags, |
| boolean | ForceSmallBomb | ||
| ) |
Pass tear flags to add extra effects to the bomb visual like burn -> hot bombs, even if player doesn't have Hot Bombs collectible. ForceSmallBomb will override large bomb variants for TEAR_PERSISTENT.
| integer EntityPlayer::GetBoneHearts | ( | ) |
| Card EntityPlayer::GetCard | ( | integer | SlotId | ) |
| integer EntityPlayer::GetCollectibleCount | ( | ) |
| integer EntityPlayer::GetCollectibleNum | ( | CollectibleType | Type | ) |
| RNG& EntityPlayer::GetCollectibleRNG | ( | CollectibleType | ID | ) |
| Vector EntityPlayer::GetCostumeNullPos | ( | string | NullFrameName, |
| boolean | HeadScale, | ||
| Vector | Direction | ||
| ) |
| integer EntityPlayer::GetDamageCooldown | ( | ) |
| integer EntityPlayer::GetEffectiveMaxHearts | ( | ) |
| TemporaryEffects& EntityPlayer::GetEffects | ( | ) |
| integer EntityPlayer::GetEternalHearts | ( | ) |
This does not return the # of black hearts, this returns the bit mask for which soul hearts are black hearts.
| integer EntityPlayer::GetExtraLives | ( | ) |
| Direction EntityPlayer::GetFireDirection | ( | ) |
| Vector EntityPlayer::GetFlyingOffset | ( | ) |
| integer EntityPlayer::GetGoldenHearts | ( | ) |
| float EntityPlayer::GetGreedDonationBreakChance | ( | ) |
| Direction EntityPlayer::GetHeadDirection | ( | ) |
| integer EntityPlayer::GetHeartLimit | ( | ) |
| integer EntityPlayer::GetHearts | ( | ) |
| CollectibleType EntityPlayer::GetItemState | ( | ) |
| integer EntityPlayer::GetJarFlies | ( | ) |
| integer EntityPlayer::GetJarHearts | ( | ) |
| Vector EntityPlayer::GetLaserOffset | ( | LaserOffset | ID, |
| Vector | Direction | ||
| ) |
| integer EntityPlayer::GetLastActionTriggers | ( | ) |
| integer EntityPlayer::GetLastDamageFlags | ( | ) |
| const EntityRef& EntityPlayer::GetLastDamageSource | ( | ) |
| const Vector& EntityPlayer::GetLastDirection | ( | ) |
| integer EntityPlayer::GetMaxHearts | ( | ) |
| integer EntityPlayer::GetMaxPoketItems | ( | ) |
| integer EntityPlayer::GetMaxTrinkets | ( | ) |
| Direction EntityPlayer::GetMovementDirection | ( | ) |
| Vector EntityPlayer::GetMovementInput | ( | ) |
| Vector EntityPlayer::GetMovementJoystick | ( | ) |
| const Vector& EntityPlayer::GetMovementVector | ( | ) |
| MultiShotParams EntityPlayer::GetMultiShotParams | ( | ) |
| PosVel EntityPlayer::GetMultiShotPositionVelocity | ( | integer | LoopIndex, |
| WeaponType | Weapon, | ||
| Vector | ShotDirection, | ||
| float | ShotSpeed, | ||
| MultiShotParams | params | ||
| ) |
Call this function in a loop with values from 0 to MultiShotParams.NumProjectiles-1 (inclusive)
| string EntityPlayer::GetName | ( | ) |
| Entity& EntityPlayer::GetNPCTarget | ( | ) |
normally returns the player itself can redirect enemy attacks to a different entity such as Best Friend
| integer EntityPlayer::GetNumBlueFlies | ( | ) |
| integer EntityPlayer::GetNumBlueSpiders | ( | ) |
| integer EntityPlayer::GetNumBombs | ( | ) |
| integer EntityPlayer::GetNumCoins | ( | ) |
| integer EntityPlayer::GetNumKeys | ( | ) |
| PillColor EntityPlayer::GetPill | ( | integer | SlotId | ) |
| RNG& EntityPlayer::GetPillRNG | ( | PillEffect | ID | ) |
| PlayerType EntityPlayer::GetPlayerType | ( | ) |
| const PlayerPocketItem& EntityPlayer::GetPocketItem | ( | integer | SlotId | ) |
| const Vector& EntityPlayer::GetRecentMovementVector | ( | ) |
Returns the joystick direction that drives player movement, taking into account certain modifiers like disabled controls and seed effects.
| Vector EntityPlayer::GetShootingInput | ( | ) |
| Vector EntityPlayer::GetShootingJoystick | ( | ) |
| float EntityPlayer::GetSmoothBodyRotation | ( | ) |
| integer EntityPlayer::GetSoulHearts | ( | ) |
| EntityPlayer& EntityPlayer::GetSubPlayer | ( | ) |
| TearParams EntityPlayer::GetTearHitParams | ( | WeaponType | WeaponType, |
| float | DamageScale, | ||
| integer | TearDisplacement | ||
| ) |
For Lua s32 GetBombVariant( u32 UpperBits, u32 LowerBits) const { return GetBombVariant( (uint64_t)UpperBits << 32 | LowerBits, false ); } ; Used for tear parameters that are calculated on hit (ex: Tough love, Common cold), DamageScale is used for scale calculation based on damage
| float EntityPlayer::GetTearPoisonDamage | ( | ) |
| integer EntityPlayer::GetTearRangeModifier | ( | ) |
| integer EntityPlayer::GetTotalDamageTaken | ( | ) |
| Entity& EntityPlayer::GetTractorBeam | ( | ) |
| TrinketType EntityPlayer::GetTrinket | ( | integer | TrinketIndex | ) |
| integer EntityPlayer::GetTrinketMultiplier | ( | ) |
| RNG& EntityPlayer::GetTrinketRNG | ( | TrinketType | ID | ) |
| const Vector& EntityPlayer::GetVelocityBeforeUpdate | ( | ) |
| CollectibleType EntityPlayer::GetZodiacEffect | ( | ) |
| boolean EntityPlayer::HasCollectible | ( | CollectibleType | Type | ) |
| boolean EntityPlayer::HasFullHearts | ( | ) |
| boolean EntityPlayer::HasFullHeartsAndSoulHearts | ( | ) |
| boolean EntityPlayer::HasGoldenBomb | ( | ) |
| boolean EntityPlayer::HasGoldenKey | ( | ) |
| boolean EntityPlayer::HasInvincibility | ( | ) |
returns true when player is in an invincibility state
| boolean EntityPlayer::HasPlayerForm | ( | PlayerForm | Form | ) |
| boolean EntityPlayer::HasTimedItem | ( | ) |
Kept for avoiding modding issues.
| boolean EntityPlayer::HasTrinket | ( | TrinketType | Type | ) |
| boolean EntityPlayer::HasWeaponType | ( | WeaponType | WeaponType | ) |
| EntityPlayer::InitBabySkin | ( | ) |
| boolean EntityPlayer::IsBlackHeart | ( | integer | Heart | ) |
| boolean EntityPlayer::IsBoneHeart | ( | integer | heart | ) |
| boolean EntityPlayer::IsExtraAnimationFinished | ( | ) |
| boolean EntityPlayer::IsFullSpriteRendering | ( | ) |
| boolean EntityPlayer::IsHeldItemVisible | ( | ) |
| boolean EntityPlayer::IsHoldingItem | ( | ) |
Is Player holding up an item (card/collectible/etc)
| boolean EntityPlayer::IsItemQueueEmpty | ( | ) |
| boolean EntityPlayer::IsP2Appearing | ( | ) |
| boolean EntityPlayer::IsPosInSpotLight | ( | Vector | Position | ) |
| boolean EntityPlayer::IsSubPlayer | ( | ) |
This is for players that require multiple player entities, such as the Forgotten (this has nothing to do with co-players!)
| boolean EntityPlayer::NeedsCharge | ( | ) |
| EntityPlayer::PlayExtraAnimation | ( | string | Animation | ) |
| EntityPlayer::QueueExtraAnimation | ( | string | Animation | ) |
| EntityPlayer::QueueItem | ( | Config::Item | Item, |
| integer | Charge, | ||
| boolean | Touched | ||
| ) |
Add Collectible/Trinket after animation is finished.
| EntityPlayer::RemoveBlackHeart | ( | integer | BlackHeart | ) |
| EntityPlayer::RemoveBlueFly | ( | ) |
| EntityPlayer::RemoveBlueSpider | ( | ) |
| EntityPlayer::RemoveCollectible | ( | CollectibleType | Type | ) |
| EntityPlayer::RemoveCostume | ( | Config::Item | Item | ) |
| EntityPlayer::RemoveGoldenBomb | ( | ) |
| EntityPlayer::RemoveGoldenKey | ( | ) |
| EntityPlayer::RemoveSkinCostume | ( | ) |
| EntityPlayer::RenderBody | ( | Vector | position | ) |
| EntityPlayer::RenderGlow | ( | Vector | position | ) |
| EntityPlayer::RenderHead | ( | Vector | position | ) |
| EntityPlayer::RenderTop | ( | Vector | position | ) |
| EntityPlayer::ReplaceCostumeSprite | ( | Config::Item | Item, |
| string | SpritePath, | ||
| integer | SpriteId | ||
| ) |
| EntityPlayer::ResetDamageCooldown | ( | ) |
| EntityPlayer::ResetItemState | ( | ) |
Made this public so Room transtiions can call this to prevent lock ups.
| EntityPlayer::RespawnFamiliars | ( | ) |
| EntityPlayer::Revive | ( | ) |
revive player
| EntityPlayer::SetActiveCharge | ( | integer | Charge | ) |
| EntityPlayer::SetCard | ( | integer | SlotId, |
| Card | Card | ||
| ) |
| EntityPlayer::SetFullHearts | ( | ) |
| EntityPlayer::SetMinDamageCooldown | ( | integer | DamageCooldown | ) |
| EntityPlayer::SetPill | ( | integer | SlotId, |
| PillColor | Pill | ||
| ) |
| EntityPlayer::SetShootingCooldown | ( | integer | Cooldown | ) |
| EntityPlayer::SetTargetTrapDoor | ( | GridEntity | TrapDoor | ) |
| EntityPlayer::ShootRedCandle | ( | Vector | Direction | ) |
for ghost pepper item + poop and farts
| EntityLaser& EntityPlayer::SpawnMawOfVoid | ( | integer | Timeout | ) |
| EntityPlayer::StopExtraAnimation | ( | ) |
| EntityPlayer::SwapActiveItems | ( | ) |
| boolean EntityPlayer::TryHoldTrinket | ( | TrinketType | Type | ) |
Returns true if an active item pickup cooldown is over. returns true if trinket can be added, else false
| EntityPlayer::TryRemoveCollectibleCostume | ( | CollectibleType | Collectible, |
| boolean | KeepPersistent | ||
| ) |
tries to remove a costume based on some filters
| EntityPlayer::TryRemoveNullCostume | ( | Config::NullItemID | NullId | ) |
| boolean EntityPlayer::TryRemoveTrinket | ( | TrinketType | Type | ) |
| EntityPlayer::TryRemoveTrinketCostume | ( | TrinketType | Trinket | ) |
tries to remove a costume based on some filters
| boolean EntityPlayer::TryUseKey | ( | ) |
| EntityPlayer::UpdateCanShoot | ( | ) |
| EntityPlayer::UseActiveItem | ( | CollectibleType | Item, |
| boolean | ShowAnim, | ||
| boolean | KeepActiveItem, | ||
| boolean | AllowNonMainPlayer, | ||
| boolean | ToAddCostume | ||
| ) |
| EntityPlayer::UseCard | ( | Card | Card | ) |
| EntityPlayer::UsePill | ( | PillEffect | PillEffect, |
| PillColor | PillColor | ||
| ) |
| boolean EntityPlayer::WillPlayerRevive | ( | ) |
| BabySubType EntityPlayer::BabySkin |
P2 Skin section Used to hold the selected skin (in case of glitched baby it will pick a random one)
| boolean EntityPlayer::CanFly |
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. Can the player fly over rocks and pits?
| const integer EntityPlayer::ControllerIndex |
s32 GetItemStateCooldown( void ) const { return m_ItemStateCooldown; }
| integer EntityPlayer::ControlsCooldown |
| boolean EntityPlayer::ControlsEnabled |
| float EntityPlayer::Damage |
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How much damage do the players tears or other main weapons do?
| integer EntityPlayer::FireDelay |
How long until the player can spawn their next tear?
| const EntityDesc& EntityPlayer::FriendBallEnemy |
| integer EntityPlayer::HeadFrameDelay |
| integer EntityPlayer::ItemHoldCooldown |
Used for avoiding player get stucked between rocks when switching a flying item with other active item.
| KColor EntityPlayer::LaserColor |
| float EntityPlayer::Luck |
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. Better luck generally means better random events.
| integer EntityPlayer::MaxFireDelay |
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How long between each tear can spawn?
| float EntityPlayer::MoveSpeed |
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How fast can the player move?
| QueueItemData EntityPlayer::QueuedItem |
item queue for when the player is picking up an item. the item is in effect as soon as the animation is finished and will be removed from the queue.
| ActiveItemDesc EntityPlayer::SecondaryActiveItem |
| float EntityPlayer::ShotSpeed |
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How fast does the tear travel when spawned?
| Vector EntityPlayer::SpriteScale |
| KColor EntityPlayer::TearColor |
| float EntityPlayer::TearFallingAcceleration |
| float EntityPlayer::TearFallingSpeed |
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How fast is the tear moving up or down when it spawns? Affects range.
| integer EntityPlayer::TearFlags |
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How much gravity does the tear have to start? Affects range.
| float EntityPlayer::TearHeight |
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How high above the ground is the tear when it spawns? Affects range.
| const Vector& EntityPlayer::TearsOffset |