void_SetCurrentLevel(constMapNamemap);//NOTE: This will modify the currentLevel variable without triggering anything else in-game, this will normally mess up the state in the game. Ideally this is only used when initializing a test level.
void_SetCurrentLevel(constMapNamemap);//NOTE: This will modify the currentLevel variable without triggering anything else in-game, this will normally mess up the state in the game. Ideally this is only used when initializing a test level.
voidInitializeCamera();
voidInitializeCamera();
voidResetLevelStates();
std::vector<Effect*>GetForegroundEffects()const;
std::vector<Effect*>GetForegroundEffects()const;
std::vector<Effect*>GetBackgroundEffects()const;
std::vector<Effect*>GetBackgroundEffects()const;
std::vector<Effect*>GetAllEffects()const;//Foreground and background effects in one vector.
std::vector<Effect*>GetAllEffects()const;//Foreground and background effects in one vector.
DAMAGE_AMPLIFICATION,//Multiplies all incoming damage by this amount.
DAMAGE_AMPLIFICATION,//Multiplies all incoming damage by this amount.
LETHAL_TEMPO,
LETHAL_TEMPO,
BURNING_ARROW_BURN,
BURNING_ARROW_BURN,
SWORD_ENCHANTMENT,
};
};
enumclassBuffRestorationType{
enumclassBuffRestorationType{
ONE_OFF,//This is used as a hack fix for the RestoreDuringCast Item script since they require us to restore 1 tick immediately. Over time buffs do not apply a tick immediately.
ONE_OFF,//This is used as a hack fix for the RestoreDuringCast Item script since they require us to restore 1 tick immediately. Over time buffs do not apply a tick immediately.