isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
42 lines • 1.68 kB
TypeScript
import type { PlayerIndex } from "../../../types/PlayerIndex";
import type { PostCustomRevive } from "../../callbacks/PostCustomRevive";
import type { PreCustomRevive } from "../../callbacks/PreCustomRevive";
import { Feature } from "../../private/Feature";
import type { RunInNFrames } from "../other/RunInNFrames";
declare enum CustomReviveState {
DISABLED = 0,
/**
* We can't immediately jump to waiting for an item animation because it is possible for a player
* to be holding an item above their head as they are dying (e.g. with Razor Blade).
*/
WAITING_FOR_ROOM_TRANSITION = 1,
WAITING_FOR_ITEM_ANIMATION = 2
}
export declare class CustomRevive extends Feature {
v: {
run: {
state: CustomReviveState;
revivalType: int | null;
dyingPlayerIndex: PlayerIndex | null;
};
};
private readonly preCustomRevive;
private readonly postCustomRevive;
private readonly runInNFrames;
constructor(preCustomRevive: PreCustomRevive, postCustomRevive: PostCustomRevive, runInNFrames: RunInNFrames);
private readonly postRender;
private readonly postFamiliarInitOneUp;
private readonly postNewRoomReordered;
private readonly postPEffectUpdateReordered;
private checkWaitingForItemAnimation;
private readonly postPlayerFatalDamage;
private readonly preBerserkDeath;
/**
* The player is about to die, which will immediately delete the save data for the run. To prevent
* this from happening, we grant the 1-Up item.
*/
private playerIsAboutToDie;
private logStateChanged;
}
export {};
//# sourceMappingURL=CustomRevive.d.ts.map