Class "HistoryHUD"⚓︎
Info
You can get this class by using the following functions:
Example Code
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Functions⚓︎
GetCollectibleOffsets ()⚓︎
Vector[] GetCollectibleOffsets ( int PlayerIndex, CollectibleType[] IDs = nil, boolean IncludeNotVisible = false )⚓︎
Variant of GetCollectibles that only returns the current rendering offsets of the items, relative to the HistoryHUD. Provided for efficiency if that is all that you need.
GetCollectibles ()⚓︎
HistoryHUDItems[] GetCollectibles ( int PlayerIndex, CollectibleType[] IDs = nil, boolean IncludeNotVisible = false )⚓︎
Returns only HistoryHUDItems for the specified CollectibleTypes, or all collectibles if no filter IDs are provided (smelted trinkets are never included).
A single CollectibleType can be used in place of the table.
GetItems ()⚓︎
HistoryHUDItems[] Getitems ( int PlayerIndex, boolean IncludeNotVisible = false )⚓︎
By default, only returns items that would actually be rendered on the HUD, based on the current screen size and the ExtraHUDStyle settling.
GetPlayer ()⚓︎
EntityPlayer GetPlayer ( int PlayerIndex )⚓︎
PlayerIndex is 0 or 1, with 1 being used only for "twins", such as Jacob & Esau.
GetPosition ()⚓︎
Vector GetPosition ( )⚓︎
GetTrinketOffsets ()⚓︎
Vector[] GetTrinketOffsets ( int PlayerIndex, TrinketType[] IDs = nil, boolean IncludeNotVisible = false )⚓︎
Variant of GetCollectibles that only returns the current rendering offsets of the items, relative to the HistoryHUD. Provided for efficiency if that is all that you need.
GetTrinkets ()⚓︎
HistoryHUDItems[] GetTrinkets ( int PlayerIndex, TrinketType[] IDs = nil, boolean IncludeNotVisible = false )⚓︎
Returns only HistoryHUDItems for the specified smelted TrinketTypes, or all collectibles if no filter IDs are provided (collectibles are never included).
A single TrinketType can be used in place of the table.