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ON_GLOWING_HOURGLASS_GAME_STATE_UPDATE
Name | Function Args | Optional Args | Return Type |
---|---|---|---|
ON_GLOWING_HOURGLASS_GAME_STATE_UPDATE | (TransactionID [int], UpdateType [HourglassUpdate], ShouldOverwriteHealthState [bool], WasPreviousFloorStateNull [bool]) |
UpdateType [HourglassUpdate] | void |
@TransactionID: Tells you the current Transaction Count of the internal tracking system, not gonna lie kinda useless right now, was kept just in case they decide to let us have more than just two "Rewind States"
@UpdateType: Tells you what update type was detected, use this to know what kind of action needs to be taken when updating your Rewind or Current Game state (see Usage)
@ShouldOverwriteHealthState: Tells you whether or not the RewindState Health should be replaced with the one recorded prior to taking Cursed Room Door Damage
Only set to a proper boolean value when UpdateType is set to New_State, otherwise it is nil.
@WasPreviousFloorStateNull: Tells you whether or not PreviousFloorState should be reverted to nil during a Rewind
Only set to a proper boolean value when UpdateType is set to Rewind_Previous_Room, otherwise it is nil.