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Class "HistoryHUD"⚓︎

Info

You can get this class by using the following functions:

Example Code
1
local playerHud = Game():GetHUD():GetHistoryHUD(0)

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.